SNK VS. CAPCOM: THE MATCH OF THE MILLENNIUM

SNK VS. CAPCOM: THE MATCH OF THE MILLENNIUM

52 ratings
Guide and Move List
By Kicksville
Character move lists, unlockables, secrets, and info on game features.
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Introduction
For easier navigation, please see the links to each section on the right side of the screen.

The information contained in this FAQ is intended to be free to read and use. However, please do not plagiarize my writing - if you need to reproduce this information elsewhere, do it with your own words. If for some reason you still find it necessary to copy my words, please provide the proper credit.



This is a version of the same Guide and Move List I wrote on GameFAQs, and as such can also be read there with some different formatting. Everything you should need for the Steam version is here.

Due to some portions not being relevant and space concerns, the following information can only be found in the GameFAQs version:
  • Special Names, Intros & More - Listing of special team names, intros, trivia, etc
  • Specifics on console link - A feature cut from this port as it involved linking the Neo Geo Pocket Color to another system or a Sega Dreamcast
  • Nintendo Switch VS mode display switching - Used when playing head to head on one Nintendo Switch screen in portable mode
  • Achievement listing - Redundant since they're already shown on Steam. No special information as they are very straightforward ("unlock x character", etc)
  • Full update information on all changes made throughout the original guide's history, as well as the "To Do" list

Thanks

SNK of America - Releasing the Neo Geo Pocket Color and its games in the US, and creating the television and print ads that brought it all to my attention.

Kao Megura - Author of a great many of the very best fighting game FAQs, which enhanced my enjoyment and understanding of SNK and Capcom titles. R.I.P.

iNFAMESS - Tested the Movie Select unlock through Neo Geo Pocket (black & white) trick on Neo Geo Pocket Color Selection Vol. 1

Protocultor - Spotting input typos I missed.

fos - Pointing out how the Steam PC version's funky version of integer zoom in works.

Sara Leen - Help on getting GameFAQs HTML format into the Steam Guide version.

A big thanks to all the authors of the original SNK vs Capcom: Match of the Millennium guides at GameFAQs:

-JGolden - The first FAQ I ever read
-GKyoko
-OSabi
-Z-Force
-JckHamr123
-GalFord
-RPocket
-ALin
-Razorclaw X
-ruhztee
-Last Boss
-ReyVGM
-Akira EX

Further References

Kao Megura
-His translations preferred for Orochi Iori and Evil Ryu's full names
(The true final bosses)
-Also generally preferred his takes on SNK move names

neogeo.freeplaytech dot com
-Backup of the original Choujou Kessen Saikyou Fighters SNK vs Capcom website

SNK Perfect Database
-Information on panel break unlocks (double checked)
-Some move list verification

Kakuge dot com
-Verifying some miscellaneous information
Steam Port Specifics
This section goes over parts specific to the Steam version. This is a port of the Nintendo Switch version, but adds a few expected PC specific options.

Steam Version FAQ
How many versions are there?

Only the single individual download version of this game exists on Steam.

As for why there may be some confusion on this, there is a NEOGEO POCKET COLOR SELECTION Vol.1 on Nintendo Switch, a compilation which includes this game. However, the "Steam Edition" of that compilation DOES NOT include SNK vs Capcom, and replaces it with the game Crush Roller.

How do I go full screen?

This game starts in window mode. To go full screen, press Alt + Enter on the keyboard. Enter this again to go back to window mode.

There is input lag! What is going on?

In this game, tapping or holding the buttons determines which attack strength (weak or heavy) you get. On the original cart, there's a bit of input lag so the game can determine whether your input was a press or a hold. This has been confirmed by Code Mystics, who made this port.

As far as I can personally tell from years of playing the game on Neo Geo Pocket Color, this does indeed seem to match up with the original.

Zooming in and out of the screen isn't pixel perfect!

See the section a bit further below on Integer Scaling for how you can force it into optimal magnifications.

System Menu

Press the Esc on keyboard button to access the emulator menu, with the following options
(You can remap this button in the Controls section)

Button controls can vary drastically depending on controller used, so I will describe these with default Keyboard controls (which should also work as long as you have a working keyboard)

Not noted anywhere directly:
The program normally launches in windowed mode. To go into full screen mode, press Alt + Enter on the keyboard.

Exit
-Exit the game
Reset
Restart Game
-Press Enter again to restart the game
System Setup
-Press Tab for system setup. This is the NGPC system screen you would get with no cart inserted. This gives you the following options:
-Change language between English and Japanese (also adds more blood)
-Change the time and date (can effect Athena's Super Move outfit secret)
Sound
-Adjust game volume with left and right directions
Controls
Default Keyboard controls will be described here, as controller set ups can vary drastically. Keyboard controls should also be available so long as you have an active keyboard.

-Option button is Tab and can be remapped
-A button is Z button by default and can be remapped
-B button is X by default and can be remapped
(Swapping the Punch and Kick button can still be done in the actual game's Set Up option)

-Esc accesses this System Menu and can be remapped.
Display
-Press Enter to turn the filter on and off. This filter is attempts to replicate the look of the original NGPC's TFT LCD screen (thin film transistor liquid crystal display)
-Press the directions to change skins. These are borders based on the Neo Geo Pocket Color's original and later Japan-only "slim" models (although the inner border always resembles the slim's). There's also a blank option.
-Use the Mouse Scroll Wheel or - / + keys to zoom the screen in and out. It will return to whatever your zoom preference is after going through things like resetting, VS MODE selection screens, etc. Hold Enter while zooming in or out for integer scaling (it is a bit touchy in this version - see the Integer Scaling section below for more info)
-For touch controls, you can swipe left/right to change skins and use pinch/spread controls to zoom out/in.
-The mouse can also be use to swipe left/right between skins.
Manual
-View a scan of the original English language game manual.
Rewind
-Go left to rewind the game as far back as the notches allowed. You can also go right to go back closer to where you were, to pick the exact spot you want. If desired, this can be used to cheat certain aspects like Olympic mode
-This meter wraps around, so you can also open it and then press right to immediately go back as far as possible
-Press Enter to toggle the ability to use rewind with the PgUp and PgDwn keys during gameplay

Integer Scaling (Proper Screen Sizing)

When using the - / + keys or Mouse Wheel to change the zoom setting, if you hold Enter while doing so, it will lock the zoom magnifications to integer correct sizes. This means the screen sizes you get will be "correct" magnifications that show the pixels perfectly without any warping, which is something that can happen at some zoom sizes when using the zoom function on its own.

There are three correct magnification sizes you can get this way (the fourth, most zoomed out view, even while holding the button, will not be pixel perfect).

I will note this does not seem to "snap" into these sizes as cleanly as the Nintendo Switch version, to the point that it can be hard to tell if this is even happening. I would recommend using the - / + keys, and HOLD them while holding Enter, and the place the zoom in stops while you're holding - or + should be one of the correct sizes.

This command overlaps with the same button to toggle the filter on and off, but it will work so long as you hold the button while using zoom function (if the filter is accidentally changed during this, you can simply turn it off afterwards).

Full Screen

The program normally launches in windowed mode. To go into full screen mode, press Alt + Enter on the keyboard.

VS Mode

Please see the VS Mode section of this guide for the specifics of how it works in the port. To note, it only has local multiplayer, no in-built online play (although services like Steam Remote Play can be used).

Alterations

There are a few changes and cut content, mostly resulting from the nature of porting this game to another system. These are all also true of the Nintendo Switch version. The first one noted here seems to have been due to feedback, however, as it originally only happened after an update to the Switch version.
  • Character unlocks have been made easier: During the SECRET MEMBER unlock sequence, panel breaks will only hit the remaining panels you need, and no longer have a chance of hitting blank spaces. See the Character Unlock section for info on the process
    (This cannot be turned off)
  • Console link options have been removed, as have all link related messages
  • It is not possible to fight against another player's MY Entry character (VS MODE battles use a duplicate save file for the second player)

Neo Geo Pocket Color
Steam PC / Nintendo Switch
John
65
  • CFC LINK could connect to SNK vs Capcom: Card Fighters Clash to unlock data.
  • DC LINK and KOF link used a cable to connect to Sega Dreamcast games Capcom vs SNK and The King of Fighters 99: Dream Match 1999 (a port of KOF 98) to swap currency
  • There was a lot of character dialogue you could view by going to these modes even without the cables connected, but sadly that is inaccessible on Steam
  • If your cable disconnected during VS Mode, there were also special character messages. Those are also gone due to this port lacking a way to simulate the link cable being disconnected
Basic Moves & Styles
All fighters share a number of commands, which may be altered further by one of the following:
-Selected Style - Average, Counter, or Rush
-If Tag mode was selected

Command examples below assume player is on the 1P side (left side) of the screen
These commands should be input in reverse when on the opposite side.
Example: If you are on the right hand side of the screen, hold → to Block instead of ←

I will be using some shorthand which is be seen throughout this FAQ:
P = Punch
K = Kick


Command Moves: Attacks requiring an extra input
(ex: → + P = Ryu's downward punch)
Special Moves (Specials): Attacks requiring specific inputs
(ex: ↓↘→ + P = Ryu's Hadouken fireball)
Super Moves (Supers): Attacks which cost accumulated Power Gauge to execute
(ex: ↓↘→↓↘→ + P = Ryu's Shinku Hadouken super fireball)

Basic Commands
Move
← and →
Jump
↖ , ↑ , ↗(Determines jump direction)
Crouch
↙, ↓ , ↘
Block
Hold ← while being attacked
Hold ↙ to block while crouching
(blocks low attacks, but vulnerable to overhead attacks)
Air Block
While Jumping, hold ← or ↖
(will block midair attack, but not ground attacks)
Punch
A button (default settings)
-Tap quickly for Weak Punch
-Hold down for Heavy Punch
Kick
B button (default settings)
-Tap quickly for Weak Kick
-Hold down for Heavy Kick

Punch and Kick strengths will also determine the properties of Special Moves.

For example: Performing Ryu's Hadouken with Weak Punch throws a slow fireball. Using Heavy Punch throws a faster fireball.

There are also some additional universal commands that go beyond the basics.

Advanced Commands
Back Step
← ←
(double tap backward quickly)
Throw
When near opponent,
← or → + P or K
(direction will determine where opponent is thrown)
(also true of the air throws some characters have)
Throw Escape
While being thrown,
← or → + P or K
(does not work against Special Move throws)
Guard Cancel Attack
While Blocking, → + P + K
(expends some power gauge)
Provoke
P + K
(Taunt - Can be disabled in Set Up if desired)

For Throw, some characters will have a different throw depending on whether the P or K button is used. This may end up throwing the opponent a different distance.

Throws can grab an opponent even if they are Blocking.

The way Guard Cancel Attack expends power gauge varies by Style, and is detailed in their respective sections. But in general, it uses the equivalent of a Level 1 Super Move.

Tag Mode Commands
When playing in Tag mode, you have two characters available who can actively tag out when needed. So this mode adds the following exclusive commands:

Tag Commands
Switch
← + P + K
Guard Cancel Switch
← + P + K while blocking
(expends some power gauge)

-Switch will cause your teammate to tag in by flying into the screen with an attack, while the current character escapes.
-If the attack hits the enemy, it will knock them down.
-The replacement character will do a taunt (unique from the normal Provoke command), which will leave them vulnerable briefly.

-Guard Cancel Switch does the same as the above, but breaks out of Blocking state to do so.
-This may be safer than a normal switch, since it can guarantee the swapped in character hits. But, in some positions (especially if you're blocking in the corner), it may cause the tag partner to sail over the enemy and still be open to attack during their taunt.

-The way Guard Cancel Attack Switch power gauge varies by Style, and is detailed in their respective sections. But in general, for Counter and Rush, it uses the equivalent of a Level 1 Super Move.
-In Average however, it uses a very small amount of gauge, something like 20 percent. It can only be executed when the power gauge is at or above Level 1, though.

Styles
Before selecting your character(s), you can choose from one of three styles. These change or provide the following:
-Extra commands (whether you can dash, run, etc)
-How your Power Gauge functions
-What kind of activity builds your Power Gauge
-Additional attributes

The three styles are:
-Average
-Counter
-Rush
Average

Average Commands
Front Step
→ →(double tap forward quickly)
Knockdown Recovery
P + K
After being knocked down by an attack, when hitting the ground

Average Power Gauge
A standard two level gauge.

Partway
Level 1
Level 2

Charge Requirements
-You are hit by an attack (even if blocked)
-When your attacks hit (even if blocked)
-A Special Move is used (even if it whiffs)
Attributes
-A Level 1 Super Move can be done as soon as the yellow charged portion progresses past the red arrow.
-If a Level 1 Super Move is performed above the red arrow but below the maximum, only the portion of the gauge needed to perform the Level 1 is used - so you will have some meter left over.
-When you reach Level 2, only a Level 2 Super Move can be performed - you cannot perform a Level 1 for a lesser cost.
-Performing a Level 2 will drain the entire gauge.

Guard Cancel Attack
-Costs equivalent of Level 1 super
Guard Cancel Switch
(Tag Match Only)
-Costs about 20 percent of gauge-Can only be performed when filled past Level 1
Counter
Counter Commands
Sidestep
→ + P + K(can dodge enemy attack while active)
Counter Blow
During Side Step, P or K(attack is identical regardless of button used)
Power Gauge Charge
↓ + P + K(keep holding to continue charging gauge)

Counter Power Gauge
A gauge that can be manually charged, with bonuses at low health.

Partway
Charging
Maximum

Charge Requirements
-You are hit by an attack (even if blocked)
-Power Gauge Charge is used (↓ + P + K)

Attributes
-You are vulnerable while manually charging.
-However, the amount of time it takes to charge is fairly quick.
-With a full gauge, you enter Maximum mode, during which your character will glow.
-Maximum gauge auto drains until gone, and the regular gauge will return at empty.
-While Maximum is active, your attacks will do more damage.
-Also during Maximum, you can perform a Level 1 Super Move or a Guard Cancel Attack. Using either will end Maximum and the regular gauge will return at empty.
-In Tag mode only, a Guard Cancel Switch can also be done at the same cost.

Low Health Bonus
-When health is low, below around 25 percent, your health gauge will start flashing.
-During this time, unlimited Level 1 Super Moves can be performed.
-If you are in Maximum mode, doing a Super Move will perform the Level 2 version, then drain as withnormal use.

Guard Cancel Attack
-Expends Maximum gauge
Guard Cancel Switch
(Tag Match Only)
-Expends Maximum gauge

Sidestep
A dodge command with an optional built-in counterattack.

Active Sidestep
Counter Blow Followup

Attributes
-During Sidestep, enemy attacks will not hit you.
-You can be hit again immediately when the animation frame ends, so you cannot simply mash it all day for permanent invincibility.
-The Counter Blow attack can be cancelled into a Special Move.
-You are hittable again during this move.
-There's no requirement for an enemy attack to have gone past you while doing a Sidestep for the Counter Blow to work.


Critical Hits
Randomly, attacks may become a CRITICAL! and do extra damage.
Critical During a Special
Attributes
-When a Critical Hit occurs, CRITICAL! will appear in the corner where combos and Counter notices are placed.The screen will shake a bit.
-This can happen with any hit in Counter Style, regardless of if Maximum is active or not.
-A Critical Hit can also happen in the middle of a combo or multi-hit move.
Rush
Rush Commands
Run
→ →(double tap forward quickly, keep holding forward)
Morrigan and Felicia's have special properties noted below
Knockdown Recovery
P + K
After being knocked down by an attack, when hitting the ground
Chain Combos
Able to chain together normal moves(see explanation below for details)



Rush Power Gauge
Allows multiple Level 1 Super Moves to be stocked and performed.

Partway
One Stock Filled
All Stocks Filled

Charge Requirements
-You are hit by an attack (even if blocked)
-When your attacks hit (even if blocked)
-A Special Move is used (even if it whiffs)
Attributes
-When the Power Gauge is filled up, one of the boxes above it will be filled and start flashing. This is means one Power Stock is now available.
-Up to three Power Stocks can be filled.
-You can perform a Level 1 Super Move or Guard Cancel Attack at the cost of one Power Stock.
-In Tag mode only, a Guard Cancel Switch can also be done at the same cost.
-Level 2 Super Moves cannot be done at all.
-This means Super Moves that can only be performed at Level 2 are not possible.

Guard Cancel Attack
-Costs one stock
Guard Cancel Switch
(Tag Match Only)
-Costs one stock

Chain Combos
Grants a set of combo rules for additional combo possibilities.

1. Weak Punch
2. Weak Kick
3. Heavy Punch
4. Heavy Kick

Rules
-Weak attacks chain into a Weak attack of the opposite kind (Weak P to Weak K)
-Weak attacks chain into Heavy attacks (Weak K to Heavy P)
-Heavy attacks chain into a Heavy attack of the opposite kind (Heavy P to Heavy K)
Examples
-Weak P > Weak K > Heavy P > Heavy K
-Weak K > Weak P > Heavy K > Heavy P
-Weak P > Weak K > Heavy K > Heavy P
-Weak K > Weak P > Heavy P > Heavy K
Attributes
-This applies to both standing and crouching normal moves.
-These moves still retain the same start up/recovery frames as ever, so some moves may be too slow to properly combo easily. You can incorporate these extra possibilities with a character's Command, Special, and/or Super Moves added on to the end to create new combos.

Darkstalkers Movements
Morrigan and Felicia gain some additional movements from their original games.

Morrigan's Flight
Felicia's Pounce
-Both Backstep and Run are replaced bydiagonal flight movements.
-She also has additional flight commands.
-As this is quite detailed, see Morrigan's move list for the full information.
-Run is replaced by a forward pounce.
-When pouncing close to an opponent, she will go past them rather than stop.
-Can press P or K during this to perform her normal aerial attacks, while moving.
Selection Features
Some extra options doable on the character selection screen under certain circumstances.

Alternate Color
On the character select screen, hold down the selection button over your choice instead of tapping it once. They will switch to their 2P color.

This only works in one player modes. In VS MODE the first player always gets default color and the second always get 2P color.

Initial select screen
When holding, character
flashes then switches color

Tag or Team Mode Handicap Match
In Tag or Team mode, after selecting a character, pressing the Option button (Tab) will void out the remaining spots. This will allow you to play that mode with fewer characters than normal.

-In Tag, you can play with 1 character instead of 2.
-In Team, you can play with 1 to 2 characters instead of 3.

As the manual describes this as a "Handicap Match" and I can see no differences in gameplay, it appears health and damage values do not adjust to compensate the apparent disadvantage.

If used in VS MODE with another player, and both players void out all remaining spots, it'll be a single match with no additional rounds regardless of the settings in Set Up.

Initial select screen
Press Option - remaining
slots voided out
Begin battle
Set Up & Battle Config
An overview of the game's various options.

Set Up


Set Up is hard to miss, as it is one of two options presented to you on the title screen when you start the game. START goes to the Main Menu, SET UP to the first menu.

LEVEL
Game difficulty. Applies to Tourney mode. Also effects character unlock panel amount. See Tourney section for all the full details

Easier
Harder
Novice
Easy
Normal
Hard
Brutal
Gamer
1
2
3
4
5
6

TIME
Amount of time each round has before hitting a time over (whoever has highest overall health then wins)Default is 60 seconds. Options are 30, 60, 90, and Infinite
STAGE
Select starting stage for Tourney. Setting to 1 will start from beginning, and is the only option until all relevant stages are beaten at least once. Not all stages can be selected directly here, and skipping stages prevents hidden character unlock. See the Stage Select section for full details
AUTO POW OFF
If set to ON, this will turn the Neo Geo Pocket Color system off automatically if a few minutes pass with no player input. Only works on an actual NGPC game console
BGM
Play the game's music. Includes boss and hidden character music (if one is concerned with spoilers)
BATTLE CONFIG
Goes to the next menu, with more specific options

Battle Config


DISP CUT
Hides some UI elements, namely the HP and Power Gauge. Portraits, combo display, round count, etc, will still be visible

PROVOKE
When changed to OFF, pressing A + B will no longer result in a Taunt. This can be useful if you find yourself accidentally doing taunts while playing, especially with other actions that involve pressing both buttons (like Counter Style's Sidestep, etc)
This will disable all but one of Dan's Command Taunts. His Super Taunt (uses one button) will still work.
HIDE
When changed to ON, if you play Tag or Team matches in VS MODE, your opponent will not see the order you select for your characters to go in from the order selection screen
(Less relevant on the Steam port, since you can see each other's selection screens)
ABLE
When ON, all Special Move motions are simplified. See the "What is the Able option?" section (right above the move lists) for details
BUTTON
Swap the A and B button functions between Punch and Kick
WINNING POINT
In Single battles, determines the amount of rounds required to win. 2 is default, can select from 1 to 5.
Sparring & Record
Overview of the main menu's bottom two selections.

Sparring


This is basically the game's Training Mode, although it can also be used for fun things like endless CPU battles.

During battle, press the Option button at any time to return to this menu. The game will remember whatever settings you last left this at, so you can set it to your preferred once and not have to redo it every time.

START
Begin with current settings
TIME
Choose from 30, 60, 90 or Infinite
NO PAIN
Determines if attacks do real damage or not. If left OFF and someone wins, will get a Continue screen
To use for standard training, ON is recommended
HYPER
Determines Power Gauge behavior. Leaving on --- means Power Gauge will behave normally.
The other options, Lv1 and Lv2, vary a bit depending on the Style selected after choosing Start:

Average
Lv1
-Power Gauge always at Level 1
Lv2
-Power Gauge always at Level 2

Counter
Lv1
-Health always low and flashing (Unlimited Level 1 Supers bonus active)
-Power Gauge Charge will not work (so you can only do Level 1 Supers)
Lv2
-Health always low and flashing
-Maximum mode always active and full (so you can only do Level 2 Supers)

Rush
Lv1
-All Power Stocks filled
-Same result with both options

LEVEL
Sets CPU difficulty, which will be used for FIGHT and CPUPLAY behaviors described below(the is independent of whatever difficulty is selected in Set Up for Tourney)
ACTION
Determines the behavior of the CPU opponent (and for one option, your own), types described below:

FIGHT
Enemy will fight you, corresponding to the Level of difficulty set above
HOLD
Will not move or react (Training dummy)
GUARD 1
Standing Block (they will constantly move back to achieve this)
GUARD 2
Crouching Block
JUMP
Will constantly jump straight up
COUNTER
Always executes a normal attack, a heavy punch or heavy kick(For some reason, some characters attack with the other kind once or twice first, but then continue with the opposite only unless interrupted)
CPUPLAY
Both players are controlled by CPU, and will duke it out for your amusement

BACK
Changes background. Can select from normal standard (non-boss) choices.
DAY
NOON or NIGHT. Will change between a stage's variant color types, if available.

Record
Name
Age

This section will show your win/lose rate across various modes.

It also happens to be home to the option for deleting all of your data, should you choose to do so.

NORMAL
Win/lose rate for Tourney
OLYMPIC
Identical to the RECORD screen in OlympicHigh scores for Olympic events
VS
Win/lose rate for VS MODE battles
INIT
Initialize. Deletes all data. See below for more info.

The win/lose rate for NORMAL and VS are different, since they will track from different modes exclusively. The basic formatting is the same, though:

SINGLE
TAG
TEAM
Win/lose rate for each individual fighting group type
TOTAL
Total win/lose added together for these
MY ONE
MY TAG
MY TEAM
Win/lose rate specifically only for your MY Characters set up in Entry (see the Entry section for full details)
MY ONE is just another term for MY CHARA
MY TOTAL
Total win/lose added together for MY Entries only

INIT - Deleting all data



Although this is located in the Record menu, as the warning says, this will initialize everything: Using this option will delete EVERYTHING saved, from your record data to MY Character entries to unlockable content.

This is of course useful if you have a reason to delete this data, such as if you are giving the game to someone else, or want to experience the entire thing from scratch again.
Entry (MY Characters)
On the Player Select screen, there is an extra slot for "MY", usable in Tourney and VS Mode. This uses a customizable selection made in Entry, applying specifically to if you're in Single, Tag, or Team fights at the time.

On this Steam PC port, while in VS MODE, the second player uses a duplicate of the first player's data. This means their MY entries will all be exactly the same. It works the same as ever in single player, of course.

MY on Character Select
Going to Entry
from Main Menu
John
65

MY CHARA will be for Single modes, MY TAG for Tag and MY TEAM for Team.

Filling out each of these will change what you get when selecting MY while playing that particular fighting mode. This means you can only have one set of each type at a time. You can always come back to Entry and change what you have for each, though.

Each of these has its own separate Win/Loss count under Record for NORMAL (Tourney) and VS, also with a total adding them all up (although MY CHARA is called MY ONE). Note that even if you change the character(s) used or other info, the records will stay the same and still count from there.

MY CHARA Entry
Custom Win Quote

When first selecting an Entry the first time, you'll have to select a character. You then get a menu from that point forward:
  • CHAR-ADD will let you repick your character. Note that if you hold down A to change to 2P colors, this will be remembered
    (This is the only way to change MY colors manually. If you play VS Mode, character colors are still forced, as per that section)
  • BGM lets you select the music played for them in VS. This includes hidden character and stage themes regardless of your unlock progress, so keep that in mind if you're concerned about spoilers
  • WINLINE is the text that appears under the character on the WINNER screen upon complete victory
    (This does not change the between round character quotes)
MY TAG
MY TEAM
Custom Name

MY TAG and MY TEAM have most of the same options, letting you pick more than one character as per those modes.
  • It will also remember your color choice, per each character (i.e. you can have a Tag 1P color Leona and 2P color Athena)
  • There is now also a TAG or TEAM option, where you can name the group. This appears above battle intros in Tourney and VS Mode
Text Entry


  • A button will enter selected text, B button will backspace on space. There are upper and lower case letters
  • END will save your changes and go back. QUIT will go back without saving any changes you just made
  • Tag or Team names give you about one line of space, win lines give two
  • There are < and > arrows to reposition the cursor at the bottom
  • It is possible to write things, use the arrows to go back to a point, then type something in that will push the existing text off of the end of the line. That can sometimes be easier than backspacing everything
Additional Notes
  • The MY option on Player Select won't work at all if Entry hasn't been filled out for that team type
  • Using the Option button to void out the remaining selections on the Player Select screen works here too. So you can have a MY Tag consisting of 1 character, or a MY Team of 1 or 2 characters, if you really want
  • If you change the system language, the name and quotes entered will still remain the same. So it's possible to view Japanese text even in the English version this way. The Japanese version also has access to the English upper and lower case letters from the start, though
  • Once again, on Steam PC (and Nintendo Switch), in VS MODE, the second player uses a duplicate of the first player's data, so all their MY entries will be exactly the same
VS Mode


VS MODE will start local 2 Player mode. You can play 1v1, Tag, and Team battles against another player, using the same keyboard or a different controller. Please be aware there is no in-built online play, although other services like Steam Remote Play can be used.

This was originally home to all link cable related activities, including Console Links, where you could exchange data with certain other Neo Geo Pocket Color and Sega Dreamcast games. This would allow you to do things like trade VS points between currency in those games, unlock character blocks, and see fun messages from the characters as part of guiding you through the link process. But, that content has been excised from this port of the game.

General VS Mode Info
  • The first player will always have the default character colors and the second player will always have 2P colors
  • The above will even override selections for MY Characters

  • Both players can press Option to Pause the game - PAUSE will appear on their side at the top of the screen. It is possible to have each side pause at the same time, and the game will only resume when BOTH players have unpaused.
  • For Tag and Team, in Set Up, there is an option called HIDE. This is OFF by default. If this is turned ON, on the Order Select screen after picking characters, your opponent will not be able to see the order you're choosing for your characters to go in from their own screen
    (Since both player screens are visible during selections for the Steam version, this option isn't so useful on this port)


After a match completes, you get a screen where you can Continue with the same matchup, Change to switch characters, or you can pick to switch to the other two fighting modes. Or, Save & End will quit (saving your win/lose records).

Steam Port VS Mode Specifics



After you pick VS MODE and then a Vs game type, this port will open a "second" system to play the game. Press any key when you see this other system (with "PLEASE WAIT" on one screen), and it will split into two separate screens so each player can make their initial selections.



At this point, you will be able to change the second player's controllers from the System Menu (Esc key). The two systems will reappear on screen when you go over Controls.
  • With default keyboard controls, second player uses Numpad keys: directions (4 / 8 / 6 / 2), Num * for A, Num - for B, and Num / (forward slash) for Option.
  • The second player appears to be running on a duplicate of your save data, as they will have the same character unlock progress and the same MY Entry character choices.


Once both players have finished selecting their play Style and characters, the display will merge into one screen. Your previously selected display preferences are used here.



Once a fight is complete, the screen splits again - each player can make a selection, and the first to press a button is prioritized. You can either continue with the same characters, change characters, switch to one of the other two player amount modes, or select Save & End. This ensures your win/lose count is saved to the Record section (this will only count the results for the first player side).
Tourney


Tourney is essentially the main mode of the game, the kind usually called Arcade or Story mode in other titles.

Tourney Features

Play Single, Tag, or Team
-The first 5 main stages will be matches corresponding to which type you selected
-The ending story stages will always be against a fixed type (i.e. if you select single, you'll have to fight 1 vs 2 against tag bosses)
-With Tag or Team, the first character you pick is who effects the story
SNK or Capcom Story
-Although the story is largely similar, there are different cutscenes and dialogue depending on if you picked an SNK or Capcom character
Rival Fights
-Depending on your character choice, you'll fight a character from the opposite side (SNK or Capcom) who acts as a rival. What ending you get depends on if you can beat them
Bosses
-There are a series of bosses at the end are different depending on if you picked an SNK or Capcom character
Endings
-There is a unique True Ending per character if you beat the true final boss
-Some additional dialogue is added if you had teammates
Unlock Characters
-After getting an finishing the credits, a secret character screen will appear
-Blocks needed to uncover and unlock the character are cleared, dependent on if you got the Bad or True Ending, and how high the difficulty was set to in Set Up

Endings

The ending depends on if you beat your character's Rival. The Rival fight occurs after Stage 4.

Unlike other stages, if you lose the rival fight, the game will go on without going to the continue screen or having the option to re-do the fight. This locks you into getting the Bad Ending.

The Bad Ending is generic and always the same. You will not fight the true last boss.

The True Ending path will allow you to fight the true last boss, who will be different depending on if you picked an SNK or Capcom character. This ending is unique to your first (or only) chosen character. There will be small variations depending on if you picked an SNK or Capcom character, or if you played Tag or Team mode, and who your teammates were.

Bad Ending
Lose your Rival fight
True Ending
Win your Rival fight, then beat the true last boss

Stage Flow

Difficulty in this mode is determined by the setting in Set Up, which is Normal by default. The options are:
Novice, Easy, Normal, Hard, Brutal, Gamer

Here's what to expect going from beginning to end.

Stage 1
Stage 2
Cutscene
-Featuring the final boss from the opposite side
Stage 3
Stage 4
Rival Fight
-A cutscene and then a single round fight against your Rival character-If you picked Tag or Team, only your first character will participate
-Even if you lose, the game will continue, and you don't have to redo this fight
-Losing will mean you definitely will get the Bad Ending, however
Stage FINAL
-The last normal stage, where you fight random characters
-Always on GERMANY stage with BGM Requiem K.626 (Lacrimosa)
Cutscene
Guard Team
-Fight against a Team of three clones, unique to which side your character is from
SNK
Zangief, Morrigan, Akuma
Capcom
Haohmaru, Kyo, Leona
Cutscene
Final Boss Tag
-Fight against a Tag pairing of Geese / M. Bison
Bad Ending
-If you lost your Rival Fight, you'll get a generic ending at this point. Skip to Credits
Cutscene
True Final Boss
-Fight against a Single character depending on which side your character is from
SNK
Evil Ryu
Capcom
Orochi Iori
True Ending
-Unique to each character (although with a similar flow for everyone)
-If you played Tag or Team, the ending you get depends on your first character selected. You will also get some extra lines from the other characters you picked
Credits
-You can hold the A button to speed this up
Secret Member Screen
-Random panels break which, when all cleared from multiple attempts, will unlock a hidden character. See the Unlocking Characters section for the full info

-The character who serves as your Rival can appear as a regular fight in the normal stages, but the Rival Fight will still occur as expected

Stage Select

Under "Set Up" on the title screen, there is an option called STAGE. It will allow you to select which of the initial stages of Tourney you start on - 1, 2, 3, 4, or FINAL.

You can start selecting stages other than 1 only if you have beaten that respective stage on a Tourney playthrough at least once (you don't even have to finish the game). It will always start from there until you change it again.

You can use this to skip ahead in Tourney, but there are some caveats to be aware of:

  • Selecting a stage other than 1 will result in the "SECRET MEMBER!" screen never appearing even if you beat Tourney, so you cannot unlock hidden characters if you start on another stage
  • It will also make runs not count towards the 100 completions needed to unlock Movie Select
  • You cannot pick the boss fights at the end of the game directly
  • You cannot pick the Rival fight directly. Stage 4 is the fight right before it though, and will lead into it
  • If you start from Stage FINAL, the game acts like you lost the Rival fight and you'll be locked into the Bad Ending

I would recommend using this only once you've unlocked all the characters you want, to see specific character dialogue and endings a bit faster.
Unlocking Characters
There are eight hidden characters available by beating Tourney mode. Each time you beat Tourney, you'll go to a "SECRET MEMBER!" screen. An amount of panels will break to help reveal a hidden character, and they will be unlocked when all are cleared.

After Tourney

There are 4 SNK characters and 4 Capcom characters, divided into 4 sets, which determines who you unlock next.
  • When beating Tourney with an SNK character, you will be brought to the Secret Member screen for the next unlockable SNK character. Capcom character will lead to the next Secret Member for Capcom.
    (Your "main" character selected for Tourney is always the first you pick if you play Tag or Team mode)
  • Once one character in a set is unlocked, the other character in the set will be the next to come up regardless of if you pick SNK or Capcom characters.
  • After each of the two characters in that set are unlocked, the process repeats, allowing you to determine which of the two characters in the next set you unlock first.
When a character is unlocked, this also makes their unlockable Super Move appear for purchase in Olympic mode under Master Skill.

Unlockable Characters
SNK
Capcom
1st Set
Yuri Sakazaki
Akuma
2nd Set
Akari Ichijou
B.B. Hood
3rd Set
Geese Howard
M. Bison
4th Set
Orochi Iori
Evil Ryu

Amount of Panels Cleared on Unlock Screen
The amount of panels that break first depends on if you got the Bad or True ending, and the difficulty you beat Tourney on.

In the original version, the random "break" effect can happen on empty spaces, meaning you are not guaranteed to break the remaining panels you need on each attempt.

For the Steam PC (and Nintendo Switch) port, the above line about empty spaces is no longer true: panel breaks will ALWAYS hit panels you have not hit yet. (This is an intentional change to make the process easier. It does not seem it can be turned off.)

Bad Ending
Clear Tourney on Novice
Break 0 panels
Clear Tourney on Easy
Break 0 panels
Clear Tourney on Normal
Break 1 panels
Clear Tourney on Hard
Break 2 panels
Clear Tourney on Brutal
Break 3 panels
Clear Tourney on Gamer
Break 5 panels

True Ending
Clear Tourney on Novice
Break 2 panels
Clear Tourney on Easy
Break 3 panels
Clear Tourney on Normal
Break 4 panels
Clear Tourney on Hard
Break 5 panels
Clear Tourney on Brutal
Break 6 panels
Clear Tourney on Gamer
Break 8 panels

Panel Amount Modifiers
These depend on your performance and which of the four character unlock sets you're on.

Positive Modifier
Beat Tourney
with no continues
Break panels +1

Negative Modifier
During 1st Set
(no difference)
During 2nd Set
Break panels -1
During 3rd Set
Break panels -2
During 4th Set
Break panels -3

As these modifiers suggest, it is progressively harder to unlock the latter characters.
Unlockables Checklist
This game has a number of secrets and easter eggs, but there is content that requires specific action to unlock

Hidden Characters
Super Moves

Main Unlockables
These are the main things anyone playing the game will be on the lookout for.

Hidden Characters
  • Unlocked from playing Tourney
  • There 8 total, 4 SNK characters and 4 Capcom characters
  • See the Tourney section for the full info on that mode, in particular Unlocking Characters
New Super Moves
  • Each character has a new super move that can be unlocked using points earned in Olympic
  • This includes each one of the hidden characters, once they're unlocked
  • See the Olympic section for full info on that mode, in particular Master Skill if you want to preview the moves available
Extra Unlockables
Some items that are less essential, but have specific requirements all the same.

Stage Select
  • In Set Up, you can select any of the five normal stages in Tourney you have beaten
  • You will probably get this without trying or thinking too hard about it
  • It should be noted starting anywhere but Stage 1 will disable your ability to unlock things. See the Tourney section for more info
Secret Tourney
  • Unlocked from unlocking all Hidden Characters
  • The Tourney's possible opponents will now include the hidden characters, except two normal final bosses (Geese and M. Bison)
Secret Credits
  • Unlocked from unlocking all Hidden Characters
  • The credits show all characters from either SNK or Capcom's side, with the sepia tone changed
Final Credits
  • Beat Tourney 100 times
  • The credits now include both SNK and Capcom characters, regardless of your first character's side

Movie Select
A menu where all cutscenes and endings can be viewed. You get to select Single, Tag, or Team, and the character(s) involved, allowing you to sample every variant possible.

Once unlocked, to access this menu, press the Option button on the intro while the "SNK vs Capcom" graphic is on the screen.

There is one normal way to unlock it:

Beat Tourney 100 times
  • Only winning with the True Ending counts
  • Using Stage Select to start further in does not count
  • Any difficulty level is fine

There is a second method which involves inserting the original game cart into a Neo Geo Pocket black and white system. This is not possible on the Steam PC version however, since it offers no method to replicate the black and white system.

For the Nintendo Switch, the second method is possible if you have Neo Geo Pocket Color Selection Vol. 1, but it cannot be done with the individual download version (since it does not have a black & white system mode). It should be noted the "Steam Edition" of that compilation CANNOT do this, since SNK vs Capcom is replaced by Crush Roller.
Olympic
This is a mode where you compete in events to set records and earn Versus points. Points can then be spent on unlocking new Super Moves, one available for each character in the game (including the hidden ones).

The events range from expected fighting game extras like Survival and Time Attack, to mini-games featuring various other SNK and Capcom characters.

The complete list of Super Moves and their cost can be found in the Olympic - Master Skill section located under this overview.

Sides and Managers
SNK Side
Capcom Side
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Manager
Manager
Rimururu
Karin

Selecting a team will allow you to play as their characters in Olympic events (including any hidden ones you've unlocked), and all your opponents will be from the opposite team. There are event mini-games exclusive to each.

You're free to select either team and their events at any time - you're not locked in to one or the other.

Each team has a different Manager, who will guide you through each mode, and have their own unique lines for everything. There is also a Talk mode where you can listen to them and select responses.

What dialogue you get will change over time if you keep getting better records in events: as you improve, your Manager's general disposition towards you will change.

Events
There are events which are available to both sides. All the shared events are the fighting game modes.

Shared Events
Survival
Time Attack
First Blast

SNK
Target 9
Blade Arts

Capcom
Ghost Trick
Cat Walk

When you get a score high enough in an event, you'll get a medal, listed under Record. These aren't required to get Versus, but are generally associated with higher values, and also help improve each Manager's outlook.

Bronze
Silver
Gold
Platinum
Crystal
Master

Talk
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Both team Managers, Rimururu and Karin Kanzuki, will have unique dialogue throughout Olympic mode, and this also extends to Talk. This is an option where you can see dialogue and at times answer some questions with multiple choices. You can talk with them multiple times to get different dialogues, and also provide different answers to the same dialogue if desired.

Over time, if you continue to set more Records in Olympic events and those scores improve, their dialogue will change, both in and out of the Talk sequences. For this reason, it's a good idea to check in on Talk every so often if you don't want to miss anything.

Secrets
Fio in Target 9

When playing Olympic mode's SNK side mini-game Target 9, press the Option button before the "READY" warning appears on screen.



This will switch the character to Fio. This has two changes:

Character name and portrait in the upper left corner changes to Fio.
If while playing as Fio, you hit a new high score which appears in Record, a sprite of Fio will appear on the pedestal instead of Marco.

Alternate Cat Walk Aesthetics

When playing Olympic mode's Capcom side mini-game Cat Walk, select a song with the Option button instead of the A button. This will change the appearance of a few things:
  • Felicia will be in her 2P color
  • Direction symbols are replaced by mice
  • A button symbols are replaced by fish
  • B button symbols are replaced by bells


Ryu's Record

When Ryu sets a record for an Olympic Event, instead of appearing on the pedestal himself like every other character, a different scene is shown. This is a specific Street Fighter II reference.
Olympic - Master Skill
This is where the new Super Moves are unlocked. You can select any to unlock if you have the right amount of Versus. Hidden character moves will become available once they are unlocked.

-Olympic Super Moves are Level 2 only (this means they won't work in Rush Style, even when unlocked)
-You can view and get any Super Moves from SNK/Capcom characters regardless of which team you picked before this
-When selecting a move you already unlocked, a description and reminder of its input command is given
-You can hold a maximum of 9999 Versus at a time

SNK Side
Character
Move Name
Game Name
Game Description
Command
Able
Versus
Kyo
182 Shiki
182 WAYS
WILD COMBO BLOW!
↓↘→↓↘→ + K
↓↘→ + K
4500
Kyo's then-new Desperation Move from The King of Fighters '99
Terry
High Angle Geyser
HIGH GEYSER
TACKLE TO GEYSER!
↓↘→↓↘→ + K
↓↘→ + K
4000
Terry's standard secondary Desperation Move in many KOF games, since The King of Fighters '97
Iori
Ura 311 Shiki: Saku Tsumagushi
BLAST TALONS
DEMON BLAZE END!
↓↘→↓↘→ + K
↓↘→ + K
4000
Iori's then-new Desperation Move from The King of Fighters '99
Ryo
Tenchi Haou Ken
HEAVEN BLAST
RAGING HOLY BLOW!
↓↘→↓↘→ + P
↓↙← + P
2500
Ryo's standard third Desperation Move in many KOF games, since The King of Fighters '97
Mai
Hou'ou no Mai
PHOENIX JIG
FLAME ATTACK SPIN!
↓↙←↓↙← + P
↓↙← + P
4000
Another Desperation Move Mai had in some KOF games, since The King of Fighters '97
Haohmaru
Tenha Dankuu Retsu Zan
HEAVEN BAM!
WILD JUMP SLICE!
↓↘→↓↘→ + K
↓↘→ + K
5000
A move originally exclusive to his Bust (Rasetsu) fighting style, first from Samurai Shodown III
Nakoruru
Irusuka Yatoro Rimse
IRSKA YARMSI
MAMAHAHA RAGE DIP!
↓↘→↓↘→ + K
↓↘→ + K
6000
Her very first super move from Samurai Shodown II
Athena
Ganzo! Honou no Ken
FLAME SWORD
FLAME SWORD SLICE!
↓↘→↓↘→ + P
↓↘→ + P
4000
New move for this game. Transforms into the original 1986 Athena from the game of the same name, using her strongest weapon
Leona
Grateful Dead
HAPPY DEATH
SUCK ENEMY ENERGY!
↓↘→↓↘→ + K
↓↙← + K
6000
Leona's then-new Desperation Move from The King of Fighters '99

Capcom Side
Character
Move Name
Game Name
Game Description
Command
Able
Versus
Ryu
Shin Shoryuken
S. SHORYUKEN
SUPER UPPERCUT!
↓↘→↓↘→ + P
↓↘→ + K
6000
Premiering in Street Fighter III: New Generation, this one is based on his elbow-first Street Fighter Alpha 3 version
Ken
Shippu Jinraikyaku
S. J. KYAKU
KICK DASH ASSAULT!
↙←↓↙← + K
↓↙← + K
4000
His famed third Super Art in Street Fighter III: New Generation
Chun-Li
Shichisei Senkukyaku
S. SENKUKYAKU
AERIAL BEAUTY!
↓↘→↓↘→ + K (midair)
↓↘→ + K
4500
A Hyper Combo from Marvel vs Capcom
Morrigan
Cryptic Needle
C. NEEDLE
INFINITE IMPALER!
↓↙←↓↙← + P
↓↙← + P
2500
An EX Move from Vampire Savior (Darkstalkers 3)
Felicia
ES Rolling Scratch
ES R. SCRATCH
SPINNING TALONS!
↓↘→↓↘→ + K, Tap P
↓↘→ + K, Tap P
3000
An upgraded version of her Special Move of the same name, as per the ES system in Darkstalkers
Zangief
Russian Beat
RUSSIAN BEAT
LINK COSSACK KICK!
↓↙←↓↙← + K
↓↙← + K
4500
A Mighty Combo from Super Gem Fighter Mini Mix (Pocket Fighter)
Sakura
Shun Goku Satsu
S. GOKU SATSU
STOLEN AKUMA MOVE!
Charge ← , → , ← , → + P
→ , ← , → + P
5500
Used by Dark Sakura, a variant character version in Marvel Super Heroes vs Street Fighter
Dan
Otoko Michi
OTOKO MICHI
RESOLUTE KAMIKAZE!
Charge ← , → , ← , → + P
→ , ← , → + P
8000
A Hyper Combo from Marvel Super Heroes vs Street Fighter
Guile
Crossfire Blitz
C. FIRE BLITZ
NASH'S LEGACY!
Charge ← , → , ← , → + K
→ , ← , → + K
4500
A Super Combo borrowed from Charlie (Nash) from Street Fighter Alpha

Hidden Characters
Character
Move Name
Game Name
Game Description
Command
Able
Versus
Yuri
Mekki Zanku Kiba
NEW YURI BOP
EVO-SUPER UPPER!
↓↘→↓↘→ + P
↓↘→ + P
5800
A Desperation Move from The King of Fighters '98, given to move list variant EX Yuri - parody of Ryu's Shin Shoryuken
Akuma
Kongou Kokuretsuzan
K. K. RETSUZAN
EARTHQUAKE PUNCH!
↙→↘↓↙←↘ + P
↓ , ↑ + P
9999
Akuma's then-new Super Art from Street Fighter III: Third Strike
Akari
Tenmon Amata no Hoshizuku
MYRIAD STARS
PLOSIVE FANDANGO!
↓↘→↘↓↙← + P or K
→ , ← , → + P or K
8000
Based on Akari's named Speed Mode combo possibilities
B.B. Hood
Doll &amp; Bomb
DOLL &amp; BOMB
EXPLODING DOLL!
↓↙←↓↙← + P
↓↙← + P
6500
From Vampire Savior 2 / Vampire Hunter 2
Geese
Deadly Rave
DEADLY RAVE
FEARSOME COMBO!
↓↘→↓↘→ + K
↓↘→ + K
9999
His Desperation Move as a boss in Art of Fighting 2. More famous for additional inputs in later games, but none here, like the original
M. Bison
Psycho Field
PSYCHO FIELD
PSYCHO BLAST WALL!
↓↙←↓↙← + P
↓↙← + P
9999
A Special Move in X-Men vs Street Fighter and in subsequent Marvel games, premiering as a Super here
Orochi Iori
Ura 311 Shiki: Saku Tsumagushi
BURST TALONS
DEMON BLAZE END!
↓↘→↓↘→ + K
↓↘→ + K
6500
Iori's then-new Desperation Move from The King of Fighters '99, first time used by his Orochi version here
Evil Ryu
Ryukoku Hadouken
RK HADOKEN
REAL RAGE WAVE!
↓↙←↓↙← + P
↓↙← + P
8000
A new named move here, but based on Ryu's laser beam version of Shinku Hadouken from X-Men vs Street Fighter / Marvel games
Secrets & Tricks
There's a good number of secrets in this game to cover. First, here's a reminder of other sections where some are already addressed:
  • Unlockables Checklist
  • Olympic - Secrets
And now on to the others...

Athena's Shining Crystal Bit Outfits

Normal Crystal Bit
Special Crystal Bit
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Athena has a Super Move during which her outfit has a random chance of changing temporarily to another. The Neo Geo Pocket Color system's internal time may also change which she'll get as well. (This is set on the console menu when there's no cart in the system)
  • For the Steam PC version, you can use Reset in the system menu (press Esc key) to manually change the date, as the emulator used there will allow you to access a portion of the Neo Geo Pocket Color interface from there.
Shining Crystal Bit Level 1
Normal (Same outfit)
Bathing suit with swim cap
School gym outfit
Original Athena bikini

Shining Crystal Bit Level 2
Normal (Same outfit), shining
Shrine maiden outfit
Santa outfit
  • On December 25th, the Santa outfit is always guaranteed for Level 2
If you manage to KO an opponent using Shining Crystal Bit while changed into a different outfit, and it's not the final round (which will cause a fade out KO), you'll get a special win pose in that outfit.
  • It is possible specific date ranges effect outfit probabilities, but I've never found a concrete confirmation of this
  • The original Athena bikini a reference to the 1986 SNK arcade game Athena, and has appeared as part of the Shining Crystal Bit in past The King of Fighters games

Murasaki Nakoruru

As covered previously, holding the selection button over a character on Player Select will give you their 2P color, purple in Nakoruru's case.

In Nakoruru's case, this also alters two more things:
  • Her portrait expression changes
  • Win quotes that appear on the WINNER screen are different, generally much more aggressive and cruel
That is the extent of it - there will be nothing different about her end round quotes, story dialogue, endings, etc.

As for why this is the case, since the first Samurai Shodown, Nakoruru's alternate color has usually had a different, more deviant expression, separately referred to sometimes as Murasaki (Purple) Nakoruru. When Samurai Shodown III introduced Bust (Rasetsu) alternate playstyles, this alternate personality became even more of a thing. Later (after the release of SNK vs Capcom: MotM), a separate character named Rera was introduced to the series, based on her Bust version.
  • If you are playing VS Mode, as mentioned in that section, the second player is locked into 2P colors - only they get Murasaki Nakoruru

More Blood

When the language setting on the Neo Geo Pocket Color is changed to Japanese (done from the console menu with no cart in), there is some extra blood that is not present when set to English, notably from Haohmaru and Nakoruru's sword strikes, and Iori Yagami's Ya Otome multi-hit Super Move.
  • It should be noted the English version does not cut all of the blood, as there is still some for Iori, Leona, and Nakoruru's throws, as well as Leona's Rebel Spark super move
  • On the Steam PC version, you can use this version's system menu (press the Esc key) to go to Reset, then select to go to system setup, and this will allow you to access and change the console's language settings
  • I might as well also note here you can freely switch the language without this having any negative effect on your save file

Unavailable Secrets

This game is not compatible with the original Neo Geo Pocket monochrome console, but it does have some exclusive extras when used with one: You can see exclusive illustrations (with unique dialogue in the Japanese version), and it's also possible to use this to activate a secret in which you can access Movie Select early.

These are not accessible in the Steam PC version. The only official emulated version of this game where you can change the system type to black & white is the Neo Geo Pocket Color Selection Vol. 1 on Nintendo Switch (the Steam Edition of this collection does not contain this game and has Crush Roller instead).

If you are curious about the details on these, see my guide on GameFAQs.

The Movie Select can still be unlocked by beating the Tourney mode 100 times, as noted in the Unlockables Checklist.
Unlocking Speed Strategies
This section will go over ways to try to speed up the unlocking process, using the methods provided in the game itself, and by this particular port.

Unlocking Character Strategies

This game gives you a lot of ways to enjoy the Tourney mode, as you can play it with a single character, a Tag, or a Team - you can see different endings and different dialogue with team members added on.

As noted in the Tourney section, the amount of panel breaks is dependent on Difficulty Level set, so I would recommend putting it as high as you feel comfortable and having fun with it from there.

...buuuuut, of course, if by a certain point you find yourself having trouble hitting the right panels, or are simply impatient, you may want some ways to get to the Hidden Character screen again faster and with less effort. So here's a strategy that may help.

Haohmaru's Mighty Sword Strategy

If you have a character you are very good with and can get through Tourney pretty quick at one of the higher difficulties, you're probably already in a good spot, and can just pick off some parts of this strategy if you think it helps. But, here's a method I feel is consistent and easy to do across all skill levels.

Name
  • 1 Go to Set Up and change a few things
  • 2 Difficulty Level to Easy
  • 3 Go to Battle Config, change Winning Point to 1
    (This makes it so Single matches only require one round)
  • 4 Go to Tourney, select Single. Any fighting style is fine
  • 5 Select Haohmaru (SNK side, main character from Samurai Shodown)
  • 6 Haohmaru's heavy punch is a huge slash that does big damage. You can win in three to four hits
  • 7 Keep slicing through the Tourney until done
  • 8 Keep in mind you can press B to skip cutscenes and hold A to speed through the credits
Each attempt should take about 3 to 4 minutes, and provide 4 panel breaks by default.

As noted in the Unlocking Characters sections on Panel Modifiers, you'll get one less panel break for each set of unlockable characters, meaning this method will get slower over time. This may be incentive to play more normally at a higher difficulty level further on. But, all the same, this strategy is still stupid easy and consistent - the initial time savings are less impressive later, but there's almost no chance of screwing up, which can itself save time. The choice will be yours.

The Steam PC version (and Nintendo Switch port) alters the game so random panel breaks will only hit remaining panels, and never blank spaces. That makes this method even more reliable, since you will always make progress every run - even when it slows down, it won't come to a complete stop.

This change cannot be turned off and is always active.

Additional Considerations
  • Difficulty can be bumped down to Novice, but that'll only give 3 panel breaks by default (0 for the last set)
  • You can increase the difficulty, but the bosses will get more annoying at around Normal level. Absolutely doable, but it may not be as time efficient depending on your skill and luck
  • On Steam PC (and Nintendo Switch), you could increase the difficulty and use the Rewind feature to correct mistakes, but futzing around with this is likely to take too much time
  • Speaking of Rewind, it doesn't go back far enough to change where the panel breaks you get occur
Timer Scam

This is a strategy that can be combined pretty easily with any other:
  • In SET UP, change TIME to 30 seconds
  • During fights, as soon as you gain a life lead, focus on avoiding damage to win by TIME OVER
Although this is often easier said than done, it's a useful option to take on higher difficulties quicker if you have trouble beating them outright. Keep in mind actually beating up and defeating the enemy if you can is ultimately faster overall, but this can be a good backup.

It is a double edged sword though, as YOU can just as well lose to a time out from a slight health difference as well.

Olympic Versus Point Strategies

If you're gunning to unlock all the hidden moves, this will probably take that longest, as there's multiple moves that cost 9999 Vs.

Once again, if there is a specific event (or events) you're especially good at performing consistently at, you're more than likely already in fine shape. But, here's a way that is, once again, quite easy, consistent, and fairly fast for what it is.

Haohmaru's Mighty Sword Strategy (Again)

  • 1 Pick the SNK Team for Olympic
  • 2 Select Time Attack
  • 3 Select Haohmaru (main character from Samurai Shodown)
  • 4 Haohmaru's heavy punch is a huge slash that does big damage. You can win in three to four hits
  • 5 Keep slicing through everyone until done
  • 6 You should finish around or under a minute each time, and should get 350 Vs per run
Steam PC Rewind

For the Steam PC (and Nintendo Switch) versions, there is a Rewind feature, as noted in the section about these ports. It probably isn't hard to see how easily this can be gamed to outright cheat in the Olympic Events.

Good candidates for this are First Blast, Blade Arts (SNK), and Ghost Trick (Capcom). It can be used with the others too of course, but those will probably take the least amount of effort to recover from a Rewind, relatively speaking.
Move List Terminology
Move List Terminology Reminders
Able
Optional simplified commands.
Full details in Able section
P
Punch
K
Kick
-All Special Moves listed with P or K will vary whether Weak or Heavy version is used
-In general: Weak versions are safer and lower damage, Heavy versions are riskier and do more damage
-For the few Special Moves where Weak/Heavy instead results in a completely different move, it will be noted
Overhead
-Will hit a crouching opponent who is trying to block
Hits low
-Will hit a standing opponent who is trying to block
Command Throw
-Unblockable grab that must be done up close(standard term for Special Move throws)
Rotate 360 / 720
-Input all directions in order in a circular motion. Can technically start from any direction.
Example: →↘↓↙←↖↑↗ , etc.
-360 is one circular motion, 720 is twice
Charge
-Charge moves are where a direction has to be held for 1 second before the remaining inputs.
Example: Charge ← , → + P (Hold ← 1 second, then press →, then press Punch)

I have opted to use generally accepted terms like Special Move, Super Move, etc, to avoid confusion, but officially (in the manual) different terms were used. For the sake of it, here's a comparison:

Official Term
Term Used
Methods of Mayhem
Moves
Impact Blasts
Special Moves
Super Impact Blasts
Super Moves / Level 1
LV2 Impact Blasts
Super Moves / Level 2
Guard
Block
Aerial Guard
Air Block
Invasion Evasion
Sidestep
Power Builder
Power Gauge Charge
What is the Able option?


From the title screen to SET UP > BATTLE CONFIG, there is an option called ABLE.

If this is turned on, Special Move commands will be simplified to a single directional input + a button. Super Move commands are done with the simplest possible motions.

Examples: Ryu's Hadouken fireball can be performed with → + P, his Shoryken uppercut can be done with ↓ + P, etc. His Shinku Hadouken super fireball can be done with ↓↘→ + P.

  • Command Moves, which are themselves usually a single direction, will be disabled. This is true even for ones with no overlapping commands.
  • Midair throws and wall jumps will still work.
  • If a character has special moves done with ↓ like Ryu's Shoryuken, crouching normal attacks can still be done by crouching with ↙ or ↘ instead.
  • Dan's Command Taunts will still work.

On the Move Lists, the commands used instead with Able turned on will be noted in their own column. If you do not use Able and don't intend to, you can ignore these.

Why use Able?
This is essentially like playing with training wheels. You can focus on using moves without having to worry much about execution.
-This helps make the game a fun introduction (or re-introduction) to fighting games.
-Since it can be turned on and off at will, you can simply turn it off when you feel you're ready to play with the full command options.
-Even if you're more experienced, it can still be useful for learning how certain characters work before getting concerned with execution (see: Kyo Kusanagi's fire punch chains).
Why NOT use Able?
Since Able (ironically) disables Command Moves, this ultimately limits your options, as you lose access to useful moves, overheads, and combo possibilities. If you're using Able and find yourself having fun, and want to enjoy the game even more, it's worth giving things a try without it.
Move List - SNK
Move List Terminology Reminders

Move List Terminology Reminders
Able
Optional simplified commands.
Full details in Able section
P
Punch
K
Kick
-All Special Moves listed with P or K will vary whether Weak or Heavy version is used
-In general: Weak versions are safer and lower damage, Heavy versions are riskier and do more damage
-For the few Special Moves where Weak/Heavy instead results in a completely different move, it will be noted
Overhead
-Will hit a crouching opponent who is trying to block
Hits low
-Will hit a standing opponent who is trying to block
Command Throw
-Unblockable grab that must be done up close(standard term for Special Move throws)
Rotate 360 / 720
-Input all directions in order in a circular motion. Can technically start from any direction.
Example: →↘↓↙←↖↑↗ , etc.
-360 is one circular motion, 720 is twice
Charge
-Charge moves are where a direction has to be held for 1 second before the remaining inputs.
Example: Charge ← , → + P (Hold ← 1 second, then press →, then press Punch)
Kyo
Kyo Kusanagi
Side
SNK
Series
The King of Fighters
1st Appearance
The King of Fighters '94 (1994)
Alternate Color
Green



Command Moves
Move
Command
Able
Notes
Ge Shiki: Goufu You
→ + K
n/a
-Second hit is an overhead
88 Shiki
↘ + K
n/a
Ge Shiki: Naraku Otoshi
↓ + P (midair)
n/a
-Midair opponents will be dunked to the ground



Special Moves
Move
Command
Able
Notes
114 Shiki: Aragami
↓↘→ + Weak P
→ + Weak P
-Early frames before attack have auto-block-Can follow with additional attacks below
↳ 128 Shiki: Kono Kizu
↓↘→ + P
→ + P
-After Aragami only
↪ Ge Shiki: Migiri Ugachi
P
P
-After Kono Kizu
↪ 125 Shiki: Nanase
K
K
-After Kono Kizu
↳ 127 Shiki: Yano Sabi
→↘↓↙← + P
← + P
-After Aragami only
↪ Ge Shiki: Migiri Ugachi
P
P
-After Yano Sabi
↪ 125 Shiki: Nanase
K
K
-After Yano Sabi
115 Shiki: Dokugami
↓↘→ + Heavy P
→ + Heavy P
-Early frames before attack have auto-block-Can follow with additional attacks below
↳ 401 Shiki: Tsumi Yomi
→↘↓↙← + P
← + P
-After Dokugami only
↪ 402 Shiki: Batsu Yomi
→ + P
→ + P
-After Tsumi Yomi only
100 Shiki: Oniyaki
→↓↘ + P
↓ + P
-Early frames before attack have auto-block
R.E.D. Kick
←↓↙ + K
← + K
-Midair opponents will be dunked to the ground
75 Shiki Kai
↓↘→ + K, K
→ + K, K
-Optional second kick launches opponent high
202 Shiki: Kototsuki You
→↘↓↙← + K
↓ + K
900 Shiki: Nue Tsumi
↓↙← + P
← + P
-Counter. Can catch high and low moves-Also works as a normal attack on its own
↳ Ge Shiki: Tora Fuse
Catch a High attack with Nue Tsumi
↳ Ge Shiki: Ryuu Iri
Catch a Low attack with Nue Tsumi



Super Moves
Move
Command
Able
Notes
Ura 180 Shiki: Orochi Nagi
↓↙←↙↓↘→ + P or K
↓↙← + P or K
-Can hold P or K button to delay move-Level 2 gives Kyo a fire aura which hurts enemy
Saishuu Kessen Ougi&quot;Mu Shiki&quot;
↓↘→↓↘→ + P
↓↘→ + P
-After Level 1 version, can follow with Chouhatsu
↳ Chouhatsu
Tap P
Tap P
-Taunt. No damage, just for show.-Can start tapping fairly late into animation
-As noted, will not work with Mu Shiki Level 2
Olympic Move
Vs Cost
Must be unlocked in Olympic. See Olympic section for details.
4500
182 Shiki(182 WAYS)
↓↘→↓↘→ + K
↓↘→ + K
-Level 2 only-Can hold K button to delay move
Terry
Terry Bogard
Side
SNK
Series
Fatal Fury, The King of Fighters
1st Appearance
Fatal Fury (Garou Densetsu) (1991)
Alternate Color
Blue



Command Moves
Move
Command
Able
Notes
RIsing Upper
↘ + P
n/a
Backspin Kick
→ + K
n/a
-Knocks down



Special Moves
Move
Command
Able
Notes
Power Wave
↓↘→ + P
→ + P
Rising Tackle
Charge ↓ , ↑ + P
↓ + P
Crack Shoot
↓↙← + K
← + K
Burn Knuckle
↓↙← + P
← + P
Power Dunk
→↓↘ + K
↓ + K
Fire Kick
←↙↓↘→ + K
→ + K



Super Moves
Move
Command
Able
Notes
Power Geyser
↓↙←↙↓↘→ + P
↓↘→ + P
-Level 2 produces three geysers
-Closer to the corner, extra geyers may not hit
Olympic Move
Vs Cost
Must be unlocked in Olympic. See Olympic section for details.
4000
High Angle Geyser(HIGH GEYSER)
↓↘→↓↘→ + K
↓↘→ + K
-Level 2 only
Iori
Iori Yagami
Side
SNK
Series
The King of Fighters
1st Appearance
The King of Fighters '95 (1995)
Alternate Color
Purple



Command Moves
Move
Command
Able
Notes
Ge Shiki: Yumebiki
→ + P, P
n/a
-Optional second input for another strike
Ge Shiki: Goufu In &quot;Shinigame&quot;
→ + K
n/a
-Second hit is an overhead-If cancelled into from a normal move,ceases to be an overhead
Ge Shiki: Yuri Ori
← + K (midair)
n/a
-Used to cross-up opponents(attack while jumping over them)
-On a related note:The infamous backstep glitch is not in this game



Special Moves
Move
Command
Able
Notes
108 Shiki: Yami Barai
↓↘→ + P
→ + P
100 Shiki: Oniyaki
→↓↘ + P
↓ + P
127 Shiki: Aoi Hana
↓↙← + P x3
← + P x3
-Repeat inputs three times for all three hits
212 Shiki: Kototsuki In
→↘↓↙← + K
← + K
311 Shiki: Tsumagushi
→↓↘ + K
↓ + K
Kuzukaze
→↘↓↙← → + P (close)
↑ + P (close)
-Command throw. Switches places with enemy-No damage



Super Moves
Move
Command
Able
Notes
Kin 1211 Shiki: Ya Otome
↓↘→↘↓↙← + P
↓↘→ + P
Ura 108 Shiki: Ya Sakazuki
↓↙←↙↓↘→ + P
↓↙← + P
-Can hold P button to delay move
-On hit, will stun enemy for a time
-If it doesn't hit, will stop just short of full screen and burst into a bolt
-Level 2 version produces a series of bolts thatcause the same freeze effect on hit
Olympic Move
Vs Cost
Must be unlocked in Olympic. See Olympic section for details.
4000
Ura 311 Shiki: Saku Tsumagushi(BLAST TALONS)
↓↘→↓↘→ + K
↓↘→ + K
-Level 2 only-Initial hit is an overhead
Ryo
Ryo Sakazaki
Side
SNK
Series
Art of Fighting, The King of Fighters
1st Appearance
Art of Fighting (Ryuuko no Ken) (1992)
Alternate Color
Dark Gray



Command Moves
Move
Command
Able
Notes
Hyouchuu Wari
→ + P
n/a
-Overhead-Knocks down



Special Moves
Move
Command
Able
Notes
Ko'ou Ken
↓↘→ + P
→ + P
Kuuchuu Ko'ou Ken
↓↘→ + P (midair)
→ + P (midair)
Ko Hou
→↓↘ + P
↓ + P
Hien Shippuu Kyaku
→↘↓↙← + K
← + K
Zan Retsu Ken
→ , ← , → + P
← + P
-Will vacuum in enemy on hit



Super Moves
Move
Command
Able
Notes
Haou Shoukou Ken
→←↙↓↘→ + P
↓↘→ + P
Ryuuko Ranbu
↓↘→↘↓↙← + P
→ , ← , → + P
Olympic Move
Vs Cost
Must be unlocked in Olympic. See Olympic section for details.
2500
Tenchi Haou Ken
(HEAVEN BLAST)
↓↘→↓↘→ + P
↓↙← + P
-Level 2 only
-Causes Guard Crush on Blocking opponents
Mai
Mai Shiranui
Side
SNK
Series
Fatal Fury, The King of Fighters
1st Appearance
Fatal Fury 2 (Garou Densetsu 2) (1992)
Alternate Color
Mint



Command Moves
Move
Command
Able
Notes
Sankaku Tobi
Jump to wall,→ or ↗
Jump to wall,→ or ↗
-Must jump toward wall, then input direction-If enemy is in corner, works on wall behind them
Yume Zakura
Any direction but ↖↑↗ + P or K(midair, close)
Any direction but ↖↑↗ + P or K(midair, close)
-Midair Throw
Dairin Fuusha Otoshi
↓ + P (midair)
n/a
-Midair opponents will be dunked to the ground
Koku'en no Mai
→ + K
n/a
-Overhead
Benitsuru no Mai
↘ + K
n/a
-Second hit knocks down



Special Moves
Move
Command
Able
Notes
Kachou Sen
↓↘→ + P
→ + P
Ryuu Enbu
↓↙← + P
← + P
Sachiyo Dori
↓↙← + K
← + K
Hissatsu Shinobi Bachi
←↙↓↘→ + K
→ + K
Musabi no Mai
Charge ↓ , ↑ + P or K
(hold button for attack)
↑ + P or K
(hold button for attack)
-Pressing the button after direction input will only cause the jump portion of the move
-Continue to hold the button until dive attack animation starts to execute the full action-P version will go to nearly mid screen
-K version will go to nearly full screen
Kuuchuu Musabi no Mai
↓↙← + P (midair)
↓ + P (midair)



Super Moves
Move
Command
Able
Notes
Chou Hissatsu Shinobi Bachi
↓↙←↙↓↘→ + K
↓↘→ + K
Hana Arashi
↓↘→↓↘→ + P
↓↘→ + P
Olympic Move
Vs Cost
Must be unlocked in Olympic.
See Olympic section for details.
4000
Hou'ou no Mai(PHOENIX JIG)
↓↙←↓↙← + P
↓↙← + P
-Level 2 only
Haohmaru
Haohmaru
Side
SNK
Series
Samurai Shodown
1st Appearance
Samurai Shodown (Samurai Spirits) (1993)
Alternate Color
Green



Command Moves
n/a



Special Moves
Move
Command
Able
Notes
Ougi Senpuu Retsu Zan
↓↘→ + P
→ + P
Ougi Kogetsu Zan
→↓↘ + P
↓ + P
Ougi Resshin Zan
↓↙← + P
← + P
-Overhead



Super Moves
Move
Command
Able
Notes
Hi Ougi Tenha Fuujin Zan
↓↘→↓↘→ + P
↓↘→ + P
Olympic Move
Vs Cost
Must be unlocked in Olympic. See Olympic section for details.
5000
Tenha Dankuu Retsu Zan
(HEAVEN BAM!)
↓↘→↓↘→ + K
↓↘→ + K
-Level 2 only
-First hit must connect for the rest to follow
Nakoruru
Nakoruru
Side
SNK
Series
Samurai Shodown
1st Appearance
Samurai Shodown (Samurai Spirits) (1993)
Alternate Color
Purple
(also features an alternate portrait, win quotes)



Command Moves
Move
Command
Able
Notes
Sankaku Tobi
Jump to wall,→ or ↗
Jump to wall,→ or ↗
-Must jump toward wall, then input direction
-If enemy is in corner, works on wall behind them
Rera Kishima Tek
Any direction but ↖↑↗ + P or K(midair, close)
Any direction but ↖↑↗ + P or K(midair, close)
-Midair Throw
Kamui Fumu Kesupu
↓ + K (midair)
n/a
-Midair opponents will be dunked to the ground



Special Moves
Move
Command
Able
Notes
Annu Mutsube
←↙↓ + P
← + P
-Hits low-Can sail under some moves and projectiles
Rera Mutsube
↓↘→ + P
→ + P
Kamui Rimse
←↓↙ + P
↓ + P
-Erases enemy projectiles
Shichikapu Etu
↓↙← + P
↙ + P
Taka ni tsukamaru
↓↙← + K
← + K
-Hangs from Mamahaha and can follow up
-Can freely move in any direction during this
-Will let go after a while if no attack is done
↳ Kamui Mutsube
P
P
-After Taka ni tsukamaru only-Overhead (even if it seems to hit low)
↳ Yatoro Pok
↘ + P
↘ + P
-After Taka ni tsukamaru only
-Overhead (even if it seems to hit low)



Super Moves
Move
Command
Able
Notes
Elerush Kamui Rimse
↓↘→↓↘→ + P
↓↘→ + P
-Overhead (even if it seems to hit low)
Olympic Move
Vs Cost
Must be unlocked in Olympic.
See Olympic section for details.
6000
Irusuka Yatoro Rimse
(IRSKA YARMSI)
↓↘→↓↘→ + K
↓↘→ + K
-Level 2 only
-First hit must connect for the rest to follow
Athena
Athena Asamiya
Side
SNK
Series
Psycho Soldier, The King of Fighters
1st Appearance
Athena (1986) (technically)
Psycho Soldier (1986)
The King of Fighters '94 (1994) (fighting game debut)
Alternate Color
Cyan



Command Moves
Move
Command
Able
Notes
Sankaku Tobi
Jump to wall,→ or ↗
Jump to wall,→ or ↗
-Must jump toward wall, then input direction-If enemy is in corner, works on wall behind them
Psychic Shoot
Any direction but ↖↑↗ + P or K(midair, close)
Any direction but ↖↑↗ + P or K(midair, close)
-Midair Throw
Renkan Tai
→ + K
n/a
-Second hit counts as midair state and cancancel into a midair Special Move
Phoenix Bomb
↓ + K (midair)
n/a
-Midair opponents will be dunked to the ground
-Will bounce off enemy on hit, even if blocked
-Knocks down standing opponents



Special Moves
Move
Command
Able
Notes
Psycho Ball
↓↙← + P
← + P
Psycho Sword
→↓↘ + P (midair OK)
↓ + P (midair OK)
-Works both on the ground and in midair
Phoenix Arrow
↓↙← + P (midair)
← + P (midair)
-Heavy P version ends with an additional kick
Psycho Reflector
→↘↓↙← + Weak K
← + Weak K
-Deflects enemy projectiles back towards them
Nu Psycho Reflector
→↘↓↙← + Heavy K
← + Heavy K
-Deflects enemy projectiles back towards them
Psychic Teleport
↓↘→ + K
→ + K
-Teleport move. Does no damage
-Can pass through to other side of enemy
-If hit mid-teleport, will take that hit and reappear in original position. If multi-hit moves hit Athena's teleporting image, the rest won't connect
Super Psychic Throw
←↙↓↘→ + P (close)
↑ + P (close)
-Command Throw



Super Moves
Move
Command
Able
Notes
Shining Crystal Bit
→↘↓↙←→↘↓↙← + P
(midair OK)
↓↙← + P
(midair OK)
-Works both on the ground and in midair
-Erases enemy projectiles
-Can randomly change to other outfits
↳ Cancel
P + K
P + K
-Ends attack earlier
↳ Crystal Shoot
↓↙← + P or K
← + P or K
-Can hold P or K button to delay move
-P version goes straight to enemy
-K version curves upwards after shot
Phoenix Fang Arrow
↓↘→↓↘→ + K
(midair)
↓↘→ + K
(midair)
Olympic Move
Vs Cost
Must be unlocked in Olympic. See Olympic section for details.
4000
Ganzo! Honou no Ken
(Original! Flame Sword)
(FLAME SWORD)
↓↘→↓↘→ + P
↓↘→ + P
-Level 2 only
Leona
Leona Heidern
Side
SNK
Series
The King of Fighters
1st Appearance
The King of Fighters '96 (1996)
Alternate Color
Orange



Command Moves
Move
Command
Able
Notes
Heidern Inferno
Any direction but ↖↑↗ + P or K(midair, close)
Any direction but ↖↑↗ + P or K(midair, close)
-Midair Throw
Strike Arch
→ + K
n/a
-Overhead
-Knocks down
-When canceled into from a normal attack, it will no longer knock down.
Also, it will then count as midair state and can cancel into a midair Special Move



Special Moves
Move
Command
Able
Notes
Ground Saber
Charge ← , → + K
→ + K
-Weak K version will stop without doing cut attack if Leona doesn't reach the enemy
-Heavy K version has a follow up option
↳ Gliding Buster
→ + K
→ + K
-Cut attack portion of Ground Saber must occur before this move can be done
-Can also do by continuing to hold → after Ground Saber then pressing K
Moon Slasher
Charge ↓ , ↑
↓ + P
X Calibur
↓↙← + P (midair)
↓ + P (midair)
Eye Slasher
↓↙← + P
← + P
Earring Bakudan
↓↙← + K
← + K



Super Moves
Move
Command
Able
Notes
V Slasher
↓↘→↘↓↙← + P(midair)
↓↘→ + P(midair)
Rebel Spark
↓↙←↙↓↘→ + K
↓↘→ + K
Gravity Storm
↓↘→↓↘→ + P
↓↘→ + P
Olympic Move
Vs Cost
Must be unlocked in Olympic.
See Olympic section for details.
6000
Grateful Dead
(HAPPY DEATH)
↓↘→↓↘→ + K
↓↙← + K
-Level 2 only
Move List - Capcom
Move List Terminology Reminders

Move List Terminology Reminders
Able
Optional simplified commands.
Full details in Able section
P
Punch
K
Kick
-All Special Moves listed with P or K will vary whether Weak or Heavy version is used
-In general: Weak versions are safer and lower damage, Heavy versions are riskier and do more damage
-For the few Special Moves where Weak/Heavy instead results in a completely different move, it will be noted
Overhead
-Will hit a crouching opponent who is trying to block
Hits low
-Will hit a standing opponent who is trying to block
Command Throw
-Unblockable grab that must be done up close(standard term for Special Move throws)
Rotate 360 / 720
-Input all directions in order in a circular motion. Can technically start from any direction.
Example: →↘↓↙←↖↑↗ , etc.
-360 is one circular motion, 720 is twice
Charge
-Charge moves are where a direction has to be held for 1 second before the remaining inputs.
Example: Charge ← , → + P (Hold ← 1 second, then press →, then press Punch)
Ryu
Ryu
Side
Capcom
Series
Street Fighter
1st Appearance
Street Fighter (1987)
Alternate Color
Blue



Command Moves
Move
Command
Able
Notes
Sakotsu Wari
→ + P
n/a
-Overhead
-If cancelled into from a normal move, ceases to be an overhead
Senpukyaku
→ + K
n/a



Special Moves
Move
Command
Able
Notes
Hadouken
↓↘→ + P
→ + P
Shakunetsu Hadouken
←↙↓↘→ + P
← + P
-Knocks down when close
Shoryuken
→↓↘ + P
↓ + P
Tatsumaki Senpukyaku
↓↙← + K (midair OK)
← + K (midair OK)
-Weak K version knocks down
-Heavy K version knocks down if earlier kicksconnect, but last kick hitting on its own will not
-Midair version follows jump trajectory, and also knocks down



Super Moves
Move
Command
Able
Notes
Shinku Hadouken
↓↘→↓↘→ + P
↓↘→ + P
Shinku Tatsumaki Senpukyaku
↓↙←↓↙← + K
↓↙← + K
Olympic Move
Vs Cost
Must be unlocked in Olympic.
See Olympic section for details.
6000
Shin Shoryuken
(S. SHORYUKEN)
↓↘→↓↘→ + P
↓↘→ + K
-Level 2 only
-First hit must connect for the rest to follow
Ken
Ken Masters
Side
Capcom
Series
Street Fighter
1st Appearance
Street Fighter (1987)
Alternate Color
Purple



Command Moves
Move
Command
Able
Notes
Inazuma Kakato Wari
→ + P
n/a
-Overhead
-If cancelled into from a normal move, ceases to be an overhead
Ushiro Mawashi Geri
→ + K
n/a
-Knocks down
Zenpou Tenshin
↓↙← + P
n/a
-Dodge roll. Does no damage
-Can pass through to other side of enemy-Despite appearances, vulnerable during roll



Special Moves
Move
Command
Able
Notes
Hadouken
↓↘→ + P
→ + P
Shoryuken
→↓↘ + P
↓ + P
-Heavy P version is the famous multi-hit fire punch
Tatsumaki Senpukyaku
↓↙← + K
(midair OK)
← + K
(midair OK)
-Midair version follows jump trajectory



Super Moves
Move
Command
Able
Notes
Shoryua Reppa
↓↘→↓↘→ + P
↓↘→ + P
Shinryuken
↓↘→↓↘→ + K
↓↘→ + K
-Mashing the buttons and directions while this move is active will increase hits/damage
Olympic Move
Vs Cost
Must be unlocked in Olympic. See Olympic section for details.
4000
Shippu Jinraikyaku
(S. J. KYAKU)
↓↙←↓↙← + K
↓↙← + K
-Level 2 only
Chun-Li
Chun-Li
Side
Capcom
Series
Street Fighter
1st Appearance
Street Fighter II (1991)
Alternate Color
Pink



Command Moves
Move
Command
Able
Notes
Sankaku Tobi
Jump to wall,→ or ↗
Jump to wall,→ or ↗
-Must jump toward wall, then input direction
-If enemy is in corner, works on wall behind them
Ryusei Raku
Any direction but ↖↑↗ + P or K(midair, close)
Any direction but ↖↑↗ + P or K(midair, close)
-Midair Throw
Kaku Kyaku Raku
↘ + P
n/a
-Knocks down
Kouhou Kaiten Kyaku
↘ + K
n/a
Yousou Kyaku
↓ + K
n/a
-On hit, will step off enemy's head
-Jump trajectory from the step depends on angle, if attack is blocked, etc. May bounce off in opposite direction


Special Moves
Move
Command
Able
Notes
Kikoken
←↙↓↘→ + P
→ + P
-Weak P projectile dissipates at half screen
-Heavy P version travels full screen
Tenshokyaku
Charge ↓ , ↑ + K
↓ + K
Hyakuretsukyaku
Tap K repeatedly
Tap K repeatedly
Spinning Bird Kick
Charge ← , → + K(midair OK)
→ + K(midair OK)
-Midair version follows jump trajectory
Sen'enshu
→↘↓↙← + K
← + K
-Overhead


Super Moves
Move
Command
Able
Notes
Kikosho
↓↘→↓↘→ + P
↓↘→ + P
Senretsukyaku
Charge ← , → , ← , → + K
→ , ← , → + K
Hazan Tenshokyaku
Charge ↙ , ↘ , ↙ , ↗ + K
↓ , ↑ + K
Olympic Move
Vs Cost
Must be unlocked in Olympic.
See Olympic section for details.
4500
Shichisei Senkukyaku
(S. SENKUKYAKU)
↓↘→↓↘→ + K (midair)
↓↘→ + K (midair)
-Level 2 only
Morrigan
Morrigan Aensland
Side
Capcom
Series
Darkstalkers
1st Appearance
Darkstalkers: The Night Warriors
(Vampire: The Night Warriors) (1994)
Alternate Color
Green



Command Moves
Move
Command
Able
Notes
Sexual Embrace
Any direction but ↖↑↗ + P
(midair, close)
Any direction but ↖↑↗ + P
(midair, close)
-Midair Throw
Shell Kick
↓ + K (midair)
n/a
Flight (Rush Style Only)
Commands listed under
Rush Style Movements
further below



Special Moves
Move
Command
Able
Notes
Soul Fist
↓↘→ + P
→ + P
Kuuchuu Soul Fist
↓↘→ + P (midair)
→ + P (midair)
Shadow Blade
→↓↘ + P
↓ + P
Vector Drain
→↘↓↙← + P (close)
↑ + P (close)
-Command Throw



Super Moves
Move
Command
Able
Notes
Darkness Illusion
↓↘→↓↘→ + P (midair OK)
↓↘→ + P (midair OK)
Finishing Shower
↓↘→↓↘→ + K
↓↘→ + K
Valkyrie Turn
→↘↓↙← + K, K
↓↙← + K, K
-Attack portion only occurs when K is pressed an additional time
Olympic Move
Vs Cost
Must be unlocked in Olympic. See Olympic section for details.
2500
Cryptic Needle
(C. NEEDLE)
↓↙←↓↙← + P
↓↙← + P
-Level 2 only


Rush Style Movements
When selecting Rush with Morrigan, Backstep and Rush's Run action are replaced with new movements, and she gains some additional flight inputs as well.
Fly Forward
→ →(double tap forward quickly, keep holding forward)
↳ Fly Up
↖ or ↑ or ↗(starts flying directly upwards instead, keep holding new direction)
Fly Backward
←←(double tap backward quickly, keep holding backward)
↳ Fly Up
↖ or ↑ or ↗(starts flying directly upwards instead, keep holding new direction)
Fly Upward
↓ , ↑(keep holding upward)
Fly Up and Forward
↓ , ↗(keep holding up-forward)
Fly Up and Backward
↓ , ↖(keep holding up-back)
Felicia
Felicia
Side
Capcom
Series
Darkstalkers
1st Appearance
Darkstalkers: The Night Warriors
(Vampire: The Night Warriors) (1994)
Alternate Color
Orange



Command Moves
Move
Command
Able
Notes
Wall Clutch
Jump to wall,↖ or ← or ↙
Jump to wall,↖ or ← or ↙
-Hold direction to keep clinging to wall
-If held long enough, Felicia will start sliding down the wall, and eventually jump off automatically
↳ Sankaku Tobi
Let go of direction
Let go of direction
-Jumps off of wall
-Can simply press a back direction to wall then release instantly to jump off quickly, if desired
Flip Cat
Any direction but ↖↑↗(midair, close)
Any direction but ↖↑↗(midair, close)
-Midair Throw
Head Ride
Jump on enemy's head
Jump on enemy's head
-Will stay on opponent's head until one of the following happens:
1. Enemy attacks (you will bounce off upwards)
2. You attack (will whiff as you move behind)
3. You jump off (can jump back on to repeat)
Cat Clinch
P + K (close)
P + K (close)
-Same command as Provoke, but in throw range
-Grabs then jumps away from enemy. Does no damage
Pounce (Rush Style Only)
→→
→→
-Replaces Rush's typical Run command
-Can pass through to other side of enemy
-Count as midair state and can cancel into any midair P or K. Will follow Pounce's trajectory



Special Moves
Move
Command
Able
Notes
Rolling Buckler
↓↘→ + P, P
→ + P, P
-Optional second attack
-The second can be done even if the first part doesn't hit, and is can serve as an anti-air
Delta Kick
→↓↘ + K
↓ + K
Cat Spike
→↓↘ + P
↓ + P
Hell Cat
→↘↓↙← + K (close)
↑ + K (close)
-Command Throw



Super Moves
Move
Command
Able
Notes
Dancing Flash
↓↘→↓↘→ + P
↓↘→ + P
Please Help Me
↓↙←↓↙← + K
↓↙← + K
Olympic Move
Vs Cost
Must be unlocked in Olympic. See Olympic section for details.
3000
ES Rolling Scratch
(ES R. SCRATCH)
↓↘→↓↘→ + K, Tap P repeatedly
↓↘→ + K, Tap P repeatedly
-Level 2 only
-Most damage comes from the P button based follow up
Zangief
Zangief
Side
Capcom
Series
Street Fighter
1st Appearance
Street Fighter II (1991)
Alternate Color
Yellow



Command Moves
Move
Command
Able
Notes
Headbutt
↘ + P
n/a
-Knocks down
Russian Kick
↘ + K
n/a
-Knocks down
Body Press
↓ + P (midair)
n/a
Double Knee Drop
↓ + K (midair)
n/a
Midair Headbutt
↑ + P (midair)
n/a
-Knocks down
-Midair opponents will be dunked to the ground



Special Moves
Move
Command
Able
Notes
Spinning Lariat
←↙↓ + P
← + P
-Dodges projectiles
Quick Spinning Lariat
←↙↓ + K
← + K
-Dodges projectiles
-Dodges low attacks
Banishing Flat
→↓↘ + P
→ + P
-Erases enemy projectiles
Screw Pile Driver
Rotate 360 + P (close)
↑ + P (close)
-Command Throw
Atomic Suplex
Rotate 360 + K (close)
↑ + K (close)
-Command Throw
Flying Power Bomb
Rotate 360 + K (far)
↑ + K (close)
-Similar input to Atomic Suplex means you'll get this move instead if you are not close enough



Super Moves
Move
Command
Able
Notes
Final Atomic Buster
Rotate 720 + P (close)
↓↘→ + P (close)
-Command Throw
Aerial Russian Slam
↓↘→↓↘→ + K
↓↘→ + K
-Command Throw
-Anti-air only - will not touch grounded enemy
Olympic Move
Vs Cost
Must be unlocked in Olympic. See Olympic section for details.
4500
Russian Beat(RUSSIAN BEAT)
↓↙←↓↙← + K
↓↙← + K
-Level 2 only
-Hits low
Sakura
Sakura Kasugano
Side
Capcom
Series
Street Fighter
1st Appearance
Street Fighter Alpha 2 (1996)
Alternate Color
Pink



Command Moves
Move
Command
Able
Notes
Sailor Fly
Any direction but ↖↑↗ + K
(midair, close)
Any direction but ↖↑↗ + K
(midair, close)
-Midair Throw
Flower Kick
→ + K
n/a
-Overhead
-If cancelled into from a normal move, ceases to be an overhead



Special Moves
Move
Command
Able
Notes
Hadouken
↓↘→ + P, P, P
→ + P, P, P
-Amount of P inputs changes projectile type
-One P input: Longer distance, lower damage
-Two P inputs: Shorter distance, higher damage
-Three P inputs: Close range, highest damage
Shououken
→↓↘ + P
↓ + P
Shunpukyaku
↓↙← + K
(midair OK)
← + K
(midair OK)
-Midair version follows jump trajectory
Sakura Otoshi
→↓↘ + K, Tap P, P, P
→ + K, Tap P, P, P
-Initial move on its own does no damage
-Attack with P to hit up to three times with correct timing



Super Moves
Move
Command
Able
Notes
Shinku Hadouken
↓↘→↓↘→ + P
↓↘→ + P
Midare Zakura
↓↘→↓↘→ + K
↓↘→ + K
Haru Ichiban
↓↙←↓↙← + K
↓↙← + K
-Hits low
Olympic Move
Vs Cost
Must be unlocked in Olympic.
See Olympic section for details.
5500
Shun Goku Satsu
(S. GOKU SATSU)
Charge ← , → , ← , → + P
→ , ← , → + P
-Level 2 only
-Unblockable
Dan
Dan Hibiki
Side
Capcom
Series
Street Fighter
1st Appearance
Street Fighter Alpha (1995)
Alternate Color
Orange



Command Taunts
If PROVOKE is turned OFF in SET UP, pressing P + K will not perform a taunt. As a result, most of these Command Taunts also don't work, except the first (as noted). His Chouhatsu Densetsu (Super Taunt) will always work, as it only uses one button.

Move
Command
Able
Notes
Shagami Chouhatsu
↓ + P+K
↓ + P+K
-In Counter Style, Power Gauge Charge command replaces this, but it will work when in Maximum mode
-Will still work even if PROVOKE is turned OFF in SET UP
Zenten Chouhatsu
→ + P+K
→ + P+K
-In Counter Style, Sidestep command replaces this, so it will not work
Kouten Chouhatsu
← + P+K
← + P+K
-In Tag fights, Switch command replaces this, so it will not work
Kuuchuu Chouhatsu
P+K (midair)
P+K (midair)



Special Moves
Move
Command
Able
Notes
Gadouken
↓↘→ + P
→ + P
Kouryuken
→↓↘ + P
↓ + P
Dankukyaku
↓↙← + K(midair OK)
← + K(midair OK)
-Midair versions somewhat follow jump trajectory



Super Moves
Move
Command
Able
Notes
Shinku Gadouken
↓↘→↓↘→ + P
↓↘→ + P
Kouryurekka
↓↘→↓↘→ + K
↓↘→ + K
Hisshou Burai Ken
↓↙←↓↙← + K
↓↙← + K
Chouhatsu Densetsu
↓↙←↓↙← + P
↓↙← + P
-Super Taunt. Does no damage
-Will still work even if PROVOKE is turned OFF in SET UP (only uses one button)
Olympic Move
Vs Cost
Must be unlocked in Olympic. See Olympic section for details.
8000
Otoko Michi
(OTOKO MICHI)
Charge ← , → , ← , → + P
→ , ← , → + P
-Level 2 only-Unblockable-On hit, almost all of Dan's health is depleted
Guile
Guile
Side
Capcom
Series
Street Fighter
1st Appearance
Street Fighter II (1991)
Alternate Color
Sky Blue



Command Moves
Move
Command
Able
Notes
Flying Mare
Any direction but ↖↑↗ + P(midair, close)
Any direction but ↖↑↗ + P(midair, close)
-Midair Throw
Flying Buster Drop
Any direction but ↖↑↗ + K(midair, close)
Any direction but ↖↑↗ + K(midair, close)
-Midair Throw
Spinning Back Knuckle
→ + P
n/a
Knee Bazooka
← or → + K
n/a
-Same move regardless of direction used
Reverse Spin Kick
↘ + K
n/a



Special Moves
Move
Command
Able
Notes
Sonic Boom
Charge ← , → + P
→ + P
Flash Kick
Charge ↓ , ↑ + K
↓ + K



Super Moves
Move
Command
Able
Notes
Sonic Hurricane
Charge ← , → , ← , → + P
→ , ← , → + P
-At Level 2, Guile does an extra punch after the Sonic Hurricane is out, which launches it forward, acting as a big, slow projectile
Somersault Strike
Charge ↙ , ↘ , ↙ , ↗ + K
↓ , ↑ + K
Olympic Move
Vs Cost
Must be unlocked in Olympic. See Olympic section for details.
4500
Crossfire Blitz
(C. FIRE BLITZ)
Charge ← , → , ← , → + K
→ , ← , → + K
-Level 2 only
Move List - Hidden Characters
Move List Terminology Reminders

Move List Terminology Reminders
Able
Optional simplified commands.
Full details in Able section
P
Punch
K
Kick
-All Special Moves listed with P or K will vary whether Weak or Heavy version is used
-In general: Weak versions are safer and lower damage, Heavy versions are riskier and do more damage
-For the few Special Moves where Weak/Heavy instead results in a completely different move, it will be noted
Overhead
-Will hit a crouching opponent who is trying to block
Hits low
-Will hit a standing opponent who is trying to block
Command Throw
-Unblockable grab that must be done up close(standard term for Special Move throws)
Rotate 360 / 720
-Input all directions in order in a circular motion. Can technically start from any direction.
Example: →↘↓↙←↖↑↗ , etc.
-360 is one circular motion, 720 is twice
Charge
-Charge moves are where a direction has to be held for 1 second before the remaining inputs.
Example: Charge ← , → + P (Hold ← 1 second, then press →, then press Punch)
Yuri
Yuri Sakazaki
Side
SNK
Series
Art of Fighting, The King of Fighters
1st Appearance
Art of Fighting (Ryuuko no Ken) (1992) (appeared)
Art of Fighting 2 (Ryuuko no Ken 2) (1994) (playable)
Alternate Color
Hot Pink



Command Moves
Move
Command
Able
Notes
Tsubame Otoshi
Any direction but ↖↑↗ + P or K
(midair, close)
Any direction but ↖↑↗ + P or K
(midair, close)
-Midair Throw
En Yoku
→ + K
n/a
-Overhead
-If cancelled into from a normal move,ceases to be an overhead



Special Moves
Move
Command
Able
Notes
Ko'ou Ken
↓↘→ + P
→ + P
Sai Ha
↓↙← + P
← + P
Raiou Ken
↓↘→ + K
→ + K
Hyakuretsu Binta
→↘↓↙← + K
← + K
-Unblockable



Super Moves
Move
Command
Able
Notes
Haou Shoukou Ken
→←↙↓↘→ + P
↓↙← + P
Hien Rekkou
↓↘→↓↘→ + K
↓↘→ + K
Hien Hou'ou Kyaku
↓↘→↘↓↙← + P
↓↙← + K
Olympic Move
Vs Cost
Must be unlocked in Olympic.
See Olympic section for details.
5800
Mekki Zanku Kiba
(NEW YURI BOP)
↓↘→↓↘→ + P
↓↘→ + P
-Level 2 only
Akuma
Akuma
Side
Capcom
Series
Street Fighter
1st Appearance
Super Street Fighter II Turbo (1994)
Japan Name
Gouki
Alternate Color
Silver


Command Moves
Move
Command
Able
Notes
Zugai Hasatsu
→ + P
n/a
-Overhead
-If cancelled into from a normal move, ceases to be an overhead
-Knocks down on second hit
Senpukyaku
→ + K
n/a
Tenma Kuujinkyaku
↓ + K (midair)
n/a
-Must be executed at the top of a forward jump
Zenpou Tenshin
↓↙← + P
n/a
-Dodge roll. Does no damage
-Can pass through to other side of enemy
-Despite appearances, vulnerable during roll



Special Moves
Move
Command
Able
Notes
Gou Hadouken
↓↘→ + P
→ + P
Zanku Hadouken
↓↘→ + P (midair)
→ + P (midair)
Shakunetsu Gou Hadouken
→↘↓↙← + P
← + P
Gou Shoryuken
→↓↘ + P
↓ + P
Tatsumaki Zankukyaku
↓↙← + K
(midair OK)
← + K
(midair OK)
-Midair version follows jump trajectory, and also knocks down
Ashura Senku (Forward)
→↘↓ + P or K
↘ + P or K
-Teleport move. Does no damage
-Can pass through to other side of enemy
-P travels far, K travels short-Invincible for duration of teleport
Ashura Senku (Backward)
←↙↓ + P or K
↙ + P or K
Hyakkishu
↓↘→↗ + P
↑ + P
↳ Hyakki Gouzan
Do nothing
Do nothing
-Hits low
↳ Hyakki Goushou
P
P
↳ Hyakki Gousen
K
K
↳ Hyakki Gousai
P (close)
P (close)
-Does not work on enemies in the corner
-Command throw
-Works on grounded and midair opponents
↳ Hyakki Goutsui
K (close)
K (close)
-Does not work on enemies in the corner
-Command throw
-Works only on midair opponents



Super Moves
Move
Command
Able
Notes
Messatsu Gouhadou
→↘↓↙←→↘↓↙← + P
↓↙← + P
Tenma Gouzanku
↓↘→↓↘→ + P (midair)
↓↘→ + P (midair)
Messatsu Goushouryu
↓↘→↓↘→ + P
↓↘→ + P
Shun Goku Satsu
Charge ← , → , ← , → + P
→ , ← , → + P
-Level 2 only
-Unblockable
Olympic Move
Vs Cost
Must be unlocked in Olympic.
See Olympic section for details.
9999
Kongou Kokuretsuzan
(K. K. RETSUZAN)
↙→↘↓↙←↘ + P
↓ , ↑ + P
-Level 2 only
-Invincible for duration of move
Akari
Akari Ichijou
Side
SNK
Series
The Last Blade
1st Appearance
The Last Blade (Bakumatsu Rouman: Gekka no Kenshi) (1997)
Alternate Color
Pink



Command Moves
Move
Command
Able
Notes
(name needs checking)
Any direction but ↖↑↗ + P(midair, close)
Any direction but ↖↑↗ + P(midair, close)
-Midair Throw
(name needs checking)
→ + P
n/a
-Overhead
-Knocks down
(name needs checking)
← + P
n/a
(name needs checking)
↓ + K (midair)
n/a
-Midair opponents will be dunked to the ground
-Will bounce off enemy on hit, even if blocked
-Knocks down standing opponents



Special Moves
Move
Command
Able
Notes
Shikigami Tenku
↓↘→ + P
→ + P
-Weak punch version is long range
-Heavy punch version is short range
Tenmon Hoshi no Meguri
↓ , ↑ + K
↓ + K
↳ Tenmon Kakageshi Tenshin
↓ , ↑ + P
↑ + P
-Must be done when Akari is back on the ground following Meguri move
↳ Tenmon Tenzuru Hokuto
↓ , ↑ + K
↑ + K
-Must be done when Akari is back on the ground following Meguri move
Gaiki Dorotabou
→↓↘ + P or K
← + P or K
-Ejected Akari will damage enemy on way down
-P will eject Akari from the wall behind her
-K will eject Akari from the wall behind enemy
-Will pop off the ground in a roll when finished
↳ Mari Koroge (?)
Hold P or K(after hitting ground)
Hold P or K(after hitting ground)
-Continues Akari's spin into a dodge roll on the ground. Does no damage
-P rolls towards enemy. K rolls away from them
-Will roll until button let go or it will end after time
-Can pass through to other side of enemy
-Despite appearances, vulnerable during roll
↳ Shabon Toubashi (?)
↑ + P(while on ground)
↑ + P(while on ground)
-Vertical attack
-Can be done after hitting ground with main move
-This includes during the Koroge hold button dodge roll and popping off ground
↳ Bunchin Houri (?)
↓ + P(while on ground)
↓ + P(while on ground)
-Jump into air followed by stomp
-Can be done after hitting ground with main move
-This includes during the Koroge hold button dodge roll and popping off ground
↳ Mari Houri (?)
↑ + K(while on ground)
↑ + K(while on ground)
-Can be done after hitting ground with main move
-This includes during the Koroge hold button dodge roll and popping off ground
↳ Mari Otoshi (?)
↓ + K(while on ground)
↓ + K(while on ground)
-Diagonal downwards attack
-Can be done after hitting ground with main move
-This includes during the Koroge hold button dodge roll and popping off ground
Gaiki Kiyohime
→↘↓↙← + P
↑ + P
-Command throw
Kawari Hitogata
→↘↓↙← + K
↑ + K
-Counter



Super Moves
Move
Command
Able
Notes
Shikigami Rikugo (?)
↓↙←↙→ + P
↓↘→ + P
-Can hold P button to delay move
Shikigami Hyakkiyakou
↓↙←↓↙← + P
↓↙← + P
Olympic Move
Vs Cost
Must be unlocked in Olympic. See Olympic section for details.
8000
Tenmon Amata no Hoshizuku
(MYRIAD STARS)
↓↘→↘↓↙← + P or K
→ , ← , → + P or K
-Level 2 only
-P version: Overhead
-Seems to stop short of crouching enemies unless up close
-K version: Hits low
-On either version, sometimes the last hit animation is different
B.B. Hood
Baby Bonnie Hood
Side
Capcom
Series
Darkstalkers
1st Appearance
Vampire Savior: World of Darkness
(Vampire Savior: The Lord of Vampire) (1997)
(aka Darkstalkers 3)
Japan Name
Bulleta
Alternate Color
Purple



Command Moves
Move
Command
Able
Notes
Nidan Jump
↖ or ↑ or ↗ (midair)
↖ or ↑ or ↗ (midair)
-Double Jump. Can jump a second time
Catch & Cut
Any direction but ↖↑↗ + P or K
(midair, close)
Any direction but ↖↑↗ + P or K
(midair, close)
-Midair Throw
Stumble & Blade
← or → + P
n/a
-Same move regardless of direction used
Surprise & Hop
← or → + K
n/a
-Same move regardless of direction used
Malice & Mine
↘ + K
n/a
Tell Me Why
↓↘→ + K
n/a
-Dodge movement. Does no damage
-Can pass through to other side of enemy
-Despite appearances, vulnerable during move



Special Moves
Move
Command
Able
Notes
Smile & Missile
Charge ← , → + P or K
→ + P or K
-P version fires a higher missile-K version fires a lower missile
Happy & Missile
Charge ↓ , ↑ + P
↑ + P
Cheer & Fire
→↓↘ + P
↓ + P
-Anti-air only - will not touch grounded enemy
Shyness & Strike
↓↙← + P
← + P
-Can hold P button to delay move
-Power will incrementally increase when delayed
Sentimental Typhoon
→↘↓↙← + P (close)
↘ + P (close)
-Command Throw



Super Moves
Move
Command
Able
Notes
Cool Hunting
↓↘→↓↘→ + P
↓↘→ + P
-B.B. Hood needs to be close for attack to hit on ground, otherwise top portion hits midair enemy
Beautiful Memory
↓↘→↓↘→ + K
↓↘→ + K
Apple For You
↓↙←↓↙← + K (close)
↓↙← + K (close)
-Command Throw
Olympic Move
Vs Cost
Must be unlocked in Olympic. See Olympic section for details.
6500
Doll & Bomb
(DOLL & BOMB)
↓↙←↓↙← + P
↓↙← + P
-Level 2 only
-Hold P input for doll to slide across screen
-If held long, doll will harmlessly slide off screen
-When input is let go, doll will do a small hop and explode when it lands
-If it lands right where enemy stands, explosion is unblockable
-Explosion animation is fairly deceptive: does not have a large hitbox, but smaller one close to ground that lingers - jumping enemy can land on it and be hurt
Geese
Geese Howard
Side
SNK
Series
Fatal Fury, The King of Fighters
1st Appearance
Fatal Fury (Garou Densetsu) (1991)
Alternate Color
Yellow



Command Moves
Move
Command
Able
Notes
Hien Shikkyaku
→ + K
n/a
-Overhead



Special Moves
Move
Command
Able
Notes
Reppuken
↓↙← + Weak P
← + Weak P
Double Reppuken
↓↙← + Heavy P
← + Heavy P
-Will go through other Special Move projectiles
Jaeiken
Charge ← , → + K
→ + K
Shinkuu Nage
Rotate 360 + P (close)
↑ + P (close)
-Command Throw
Joudan Atemi Nage
←↙↓↘→ + P
↓ + P
-Counter. Catches high/jumping attacks
Chuudan Atemi Nage
←↙↓↘→ + K
↓ + K
-Counter. Catches standing attacks



Super Moves
Move
Command
Able
Notes
Raging Storm
↙→↘↓↙←↘ + P
↓↙← + P
-The Level 2 version creates a series of bolts instead of wind claws
Rashoumon
Rotate 360 + P (close)
↓↙← + K (close)
-Command Throw
Olympic Move
Vs Cost
Must be unlocked in Olympic. See Olympic section for details.
9999
Deadly Rave
(DEADLY RAVE)
↓↘→↓↘→ + K
↓↘→ + K
-Level 2 only
-Unlike most other games with this move, does not require any additional inputs
M. Bison
M. Bison
Side
Capcom
Series
Street Fighter
1st Appearance
Street Fighter II (1991)
Japan Name
Vega
Alternate Color
Gray



Command Moves
n/a



Special Moves
Move
Command
Able
Notes
Psycho Shot
Charge ← , → + P
→ + P
Double Knee Press
Charge ← , → + K
→ + K
Somersault Skull Diver
Charge ↓ , ↑ + P, P
↑ + P, P
-Initial move on its own does no damage
-Optional extra P input launches hand dive
Head Press
Charge ↓ , ↑ + K
↑ + K
-Will stomp on enemy's head, then flip off and roll in the air
-Can control rolling M. Bison ← or →
↳ Somersault Skull Diver
P
P
-After stomping on head, can press P any time during roll to launch hand dive attack
Bison Warp (Forward)
→↓↘ + P or K
↘ + P or K
-Teleport move. Does no damage
-Can pass through to other side of enemy-P travels short, K travels far-Invincible for duration of teleport
-Backward version may teleport to same place or even slightly forward when closer to corner
Bison Warp (Backward)
←↓↙ + P or K
↙ + P or K



Super Moves
Move
Command
Able
Notes
Psycho Crusher
Charge ← , → , ← , → + P
→ , ← , → + P
Knee Press Nightmare
Charge ← , → , ← , → + K
→ , ← , → + K
Olympic Move
Vs Cost
Must be unlocked in Olympic. See Olympic section for details.
9999
Psycho Field(PSYCHO FIELD)
↓↙←↓↙← + P
↓↙← + P
-Level 2 only
-On hit, causes dizzy status
-Projectile bursts and expands about mid screen or when hitting enemy. Burst area can hit enemy for same stun effect
Orochi Iori
Orochi Iori
Side
SNK
Series
The King of Fighters
1st Appearance
The King of Fighters '97 (1997)
Other Names
Evil Iori
Wild Iori
On a Moonlit Night, Iori Goes Insane Due to Orochi Blood
(Tsuki no Yoru Orochi no Chi ni Kurufu Iori)
Alternate Color
Dark Green



Command Moves
Move
Command
Able
Notes
Ge Shiki: Yumebiki
→ + P, P
n/a
-Optional second input for another strike
Ge Shiki: Goufu In &quot;Shinigame&quot;
→ + K
n/a
-Second hit is an overhead
-If cancelled into from a normal move,ceases to be an overhead
Ge Shiki: Yuri Ori
← + K (midair)
n/a
-Used to cross-up opponents(attack while jumping over them)
-On a related note: The infamous backstep glitch is not in this game



Special Moves
Move
Command
Able
Notes
108 Shiki: Yami Barai
↓↘→ + P
→ + P
100 Shiki: Oniyaki
→↓↘ + P
↓ + P
127 Shiki: Aoi Hana
↓↙← + P x3
← + P x3
-Repeat inputs three times for all three hits
212 Shiki: Kototsuki In
→↘↓↙← + K
← + K
311 Shiki: Tsumagushi
→↓↘ + K
↓ + K
Kuzukaze
→↘↓↙← → + P (close)
↑ + P (close)
-Command throw. Switches places with enemy-No damage



Super Moves
Move
Command
Able
Notes
Kin 1211 Shiki: Ya Otome
↓↘→↘↓↙← + P
↓↘→ + P
Ura 108 Shiki: Ya Sakazuki
↓↙←↙↓↘→ + P
↓↙← + P
-Can hold P button to delay move
-On hit, will stun enemy for a time
-Level 2 version produces a series of bolts thatcause the same freeze effect on hit
Olympic Move
Vs Cost
Must be unlocked in Olympic. See Olympic section for details.
6500
Ura 311 Shiki: Saku Tsumagushi
(BURST TALONS)
↓↘→↓↘→ + K
↓↘→ + K
-Level 2 only
-Initial hit is an overhead
Evil Ryu
Evil Ryu
Side
Capcom
Series
Street Fighter
1st Appearance
Street Fighter Alpha manga (1995) (appeared)
Street Fighter Alpha 2 (1996) (playable)
Japan Name
Satsui no Hadou no Mezameta Ryu
(Surge of Murderous Intent Awakened in Ryu)
Alternate Color
Blood Red



Command Moves
Move
Command
Able
Notes
Seichu Nidan Tsuki
→ + P
n/a
-Second hit knocks down
Joudan Sokutogeri
→ + K
n/a



Special Moves
Move
Command
Able
Notes
Hadouken
↓↘→ + P
→ + P
-Knocks down
-Will go through other Special Move projectiles
Shakunetsu Hadouken
←↙↓↘→ + P
← + P
-Knocks down
-Will go through other Special Move projectiles
Shoryuken
→↓↘ + P
↓ + P
Tatsumaki Senpukyaku
↓↙← + K (midair OK)
← + K (midair OK)
-Weak K version knocks down
-Heavy K version knocks down if earlier kicksconnect, but last kick hitting on its own will not
-Midair version follows jump trajectory, and also knocks down
Ashura Senku (Forward)
→↘↓ + P or K
↘ + P or K
-Teleport move. Does no damage
-Can pass through to other side of enemy
-P travels far, K travels short-Invincible for duration of teleport
Ashura Senku (Backward)
←↙↓ + P or K
↙ + P or K



Super Moves
Move
Command
Able
Notes
Shinku Hadouken
↓↘→↓↘→ + P
↓↘→ + P
Shinku Tatsumaki Senpukyaku
↓↙←↓↙← + K
↓↙← + K
Messatsu Goushouryu
↓↘→↓↘→ + K
↓↘→ + K
Shun Goku Satsu
Charge ← , → , ← , → + P
→ , ← , → + P
-Level 2 only
-Unblockable
Olympic Move
Vs Cost
Must be unlocked in Olympic.
See Olympic section for details.
8000
Ryukoku Hadouken
(RK HADOKEN)
↓↙←↓↙← + P
↓↙← + P
-Level 2 only
4 Comments
IvanLeTerrible Feb 10, 2023 @ 10:42am 
Great guide
CMDR Sho Jan 12, 2023 @ 5:10am 
THX 4 greatful list :)
Command of Rashoumon is Rotate 360 + K (close) .
Renan Oct 20, 2021 @ 6:05pm 
Thanks
Purple Bunny Oct 1, 2021 @ 4:50pm 
Super complete!